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  • 标题:Situational interest impacts college students’ physical activity in a design-based bike exergame
  • 本地全文:下载
  • 作者:Denis Pasco ; Cédric Roure
  • 期刊名称:Journal of Sport and Health Science
  • 印刷版ISSN:2095-2546
  • 出版年度:2022
  • 卷号:11
  • 期号:2
  • 页码:172-178
  • DOI:10.1016/j.jshs.2021.03.003
  • 语种:English
  • 出版社:Elsevier
  • 摘要:Highlights • Playing a design-based bike exergame increases players’ physical activity metrics (i.e., heart rate, oxygen consumption, and cadence). • Psychological state (i.e., situational interest) impacts physiological metrics in a design-based bike exergame. • An approach using design-based exergames or active videogames is a powerful strategy for promoting physical activity levels that yield positive health-related outcomes. Background Active videogames or exergames have been used as an innovative way to promote physical activity (PA) among various populations. A player's interest in active videogames is associated with the fun and entertaining nature of the games and may trigger situational interest, thus increasing engagement. The goal of this study was to examine the impact of situational interest dimensions on college students’ PA when playing the design-based bike exergame Greedy Rabbit (Vescape, Berlin, Germany). Methods Sixty undergraduate students (age: 20.8 ± 1.3 years, mean ± SD, 18–25 years old; 51.7% males) were recruited from the kinesiology department of a university located in the southern region of Belgium. The participants were assigned to an experimental group ( n = 41) or a control group ( n = 19) based on an incremental cycling test. Students in the experimental group engaged in 1 session of Greedy Rabbit (Vescape) while students in the control group engaged in 1 session of a placebo version of Greedy Rabbit (Vescape). The length of the sessions ranged from 24 min to 31 min. Results Results for the control group indicated that the players’ PA metrics (cadence: F(19, 360) = 1.43, p = 0.11; heart rate: F(19, 360) = 1.16, p = 0.29; oxygen consumption: F(19, 360) = 0.83, p = 0.67) were stable during the exergame. Results for the experimental group demonstrated the effects of time on the players’ PA metrics and revealed significant associations between the change in the players’ situational interest dimensions and PA metrics (cadence: F(19, 800) = 26.30, p < 0.01; heart rate: F(19, 800) = 19.77, p < 0.01; oxygen consumption: F(19, 800) = 10.04, p < 0.01). Conclusion An approach using a design-based exergame may be a relevant strategy for promoting levels of PA that yields positive health-related outcomes among college students. Graphical abstract Image, graphical abstract
  • 关键词:KeywordsenActive videogameCollege studentsExergamePhysical activitySituational interest
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