出版社:Japan Society of Physical Education, Health and Sport Sciences
摘要:Generally, typical physical activities (e.g. walking and cycling) increase positive affect and decrease negative affect. However, few studies have investigated the effects on mood of activities that are frequently pursued during leisure time (e.g. dynamic stretching and video games). The purpose of the present study was to investigate the influences of different types of physical activity on mood. We selected 16 activities ( kendama , active video games [“Wii Sports” tennis, baseball, boxing], static and dynamic stretching, jumping rope, step exercise, table tennis, darts, ball juggling, cycling, balance ball exercise, golf putting, walking, and dumbbell exercise) for investigation and divided them into 4 protocols. The duration of each activity was 10 min, except for dynamic stretching and step exercise (3 min). Fifteen young adults (8 males and 7 females) participated in at least 2 protocols (8 activities). Before and after each activity, levels of arousal and pleasure were measured using a two-dimensional mood scale. Metabolic equivalent (MET) as an index of exercise intensity was monitored throughout all activities using a portable indirect calorimeter (MetaMax 3B). The changes in arousal and pleasure levels were tested by paired t test. The influence of activity type on changes in arousal and pleasure levels was analyzed by ANCOVA (factor: activity type 16 levels; covariate: METs) using a Mixed model. In ANCOVA models, the influence of each activity was evaluated in comparison with walking. All activities except static stretching ( p =0.199) significantly increased the arousal level ( p <0.010). The pleasure level was significantly increased after 3 sessions of active video games, static stretching, table tennis, and balance ball exercise ( p <0.044). The results of the ANCOVA models revealed that the main effect of activity type on changes in arousal and pleasure levels was significant ( p ≤0.007), while MET showed no significant regression coefficient ( p ≥0.075). Increases in pleasure level during an active video game (baseball) and table tennis were significantly higher than during walking ( p ≤0.025), whereas the influence of step exercise was significantly lower than during walking. These findings suggest that physical activity generally increases arousal level independently of exercise intensity, and that performing activities with another person such as conducting active video games or table tennis, significantly increases pleasure level in comparison to walking.
其他摘要:Generally, typical physical activities (e.g. walking and cycling) increase positive affect and decrease negative affect. However, few studies have investigated the effects on mood of activities that are frequently pursued during leisure time (e.g. dynamic stretching and video games). The purpose of the present study was to investigate the influences of different types of physical activity on mood. We selected 16 activities (kendama, active video games [“Wii Sports” tennis, baseball, boxing], static and dynamic stretching, jumping rope, step exercise, table tennis, darts, ball juggling, cycling, balance ball exercise, golf putting, walking, and dumbbell exercise) for investigation and divided them into 4 protocols. The duration of each activity was 10 min, except for dynamic stretching and step exercise (3 min). Fifteen young adults (8 males and 7 females) participated in at least 2 protocols (8 activities). Before and after each activity, levels of arousal and pleasure were measured using a two-dimensional mood scale. Metabolic equivalent (MET) as an index of exercise intensity was monitored throughout all activities using a portable indirect calorimeter (MetaMax 3B). The changes in arousal and pleasure levels were tested by paired t test. The influence of activity type on changes in arousal and pleasure levels was analyzed by ANCOVA (factor: activity type 16 levels; covariate: METs) using a Mixed model. In ANCOVA models, the influence of each activity was evaluated in comparison with walking. All activities except static stretching (p=0.199) significantly increased the arousal level (p<0.010). The pleasure level was significantly increased after 3 sessions of active video games, static stretching, table tennis, and balance ball exercise (p<0.044). The results of the ANCOVA models revealed that the main effect of activity type on changes in arousal and pleasure levels was significant (p≤0.007), while MET showed no significant regression coefficient (p≥0.075). Increases in pleasure level during an active video game (baseball) and table tennis were significantly higher than during walking (p≤0.025), whereas the influence of step exercise was significantly lower than during walking. These findings suggest that physical activity generally increases arousal level independently of exercise intensity, and that performing activities with another person such as conducting active video games or table tennis, significantly increases pleasure level in comparison to walking.
关键词:遊び;運動;二次元気分尺度
其他关键词:leisure activity ; exercise ; two dimension mode scale ; MET