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Do children choose to play active video games when given the choice between seated and ambulatory video game play? A study of children's play choice

机译:如果在坐姿和动态视频游戏之间做出选择,孩子们会选择玩有效的视频游戏吗?关于儿童游戏选择的研究

摘要

BACKGROUND: The development of active gaming offers a choice for children to be physically active whilst participating in an activity that is enjoyable and highly valued. Children expend energy when they play activity enhanced video games, yet little is known about their choice when given active alternatives over seated play. METHODS: This study examined (i) choice of play between a seated video game option or the same game played ambulatory; (ii) consistency in play choice with sustained play. Play behavior was recorded from postural monitoring and observation. Repeated measures analyses of variance were used to determine differences in total time, percentage of time and consistency of choice in each condition. RESULTS: Play choice was consistent over the four sessions with 76%, 23% of the available time spent seated and ambulatory, respectively. Follow up analysis indicated that the time spent playing in each condition was constant across all four video game sessions. CONCLUSIONS: These preliminary findings demonstrate that when given free-choice children will predominantly play video games seated. The advancement of active video gaming as an active alternative is dependent on future investigations into whether these innovative technologies offer enough entertainment value to sustain long-term adherence.
机译:背景:主动游戏的发展为儿童提供了一种选择,使其可以参加体育活动,同时参加一种令人愉悦和高度重视的活动。孩子们在玩增强活动性的视频游戏时会消耗精力,但对于坐式游戏给予积极的选择时,他们的选择知之甚少。方法:这项研究检查了(i)在坐着的视频游戏选项或非卧床玩的同一游戏之间的游戏选择; (ii)在持续比赛中选择比赛的一致性。通过姿势监测和观察记录游戏行为。重复测量方差分析可确定每种情况下总时间,时间百分比和选择一致性的差异。结果:在这四个阶段中,游戏选择是一致的,分别有76%,23%的可用时间用于坐下和门诊。跟踪分析表明,在所有四个视频游戏会话中,在每种情况下花费的时间都是恒定的。结论:这些初步发现表明,当有自由选择权时,儿童将主要玩坐着的视频游戏。主动视频游戏作为一种主动替代方法的发展取决于未来对这些创新技术是否提供足够的娱乐价值以维持长期坚持性的调查。

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