摘要
Background:Playersmaynotacquireadequatelevelsofmoderate-to-vigorousphysicalactivity(MVPA)whenplayingcommercialvideogames.Thisstudy’sgoalwastoevaluatetheeffectsofanexercisebikevideogameplayedbyusingamobileapplication-basedexergamethatwasdesignedexclusivelytopromoteparticipants’MVPA,withadditionalattentionpaidtothisgame’sabilitytopromotegreatersituationalinterest.Methods:Anexperimentaldesignwasusedwith163students(aged20.31±1.30,18–26years,61.3%male),allofwhomwererandomlyallocatedintoanexperimentalgroupandacontrolgroup.Physicalactivity(PA)levelswereassessedwithActiGraphGT3X+(ActiGraphInc.,FortWaltonBeach,FL,USA)accelerometers.Thesituationalinterestscalewasusedtoevaluatestudents’situationalinterestinbothgroups.Multivariateanalysisofvariancewasconductedtoexaminethedifferencesbetweensedentarybehavior,PAlevels,andsituationalinterestbetweengroups.Regressionanalyseswerealsoused,withthepurposebeingtoevaluatethestrengthoftherelationshipbetweenPAandsituationalinterest.Results:Resultsrevealedthattheexperimentalgrouphadhigherdegreesofsedentarybehavior,lightPA,totalinterest,instantenjoyment,explorationintention,attentiondemand,novelty,andchallenge,whereasthecontrolgroupreceivedhigherscoresforMVPA(control95.01%vs.experimentalgroup89.94%).Regressionanalysisindicatedthatinstantenjoyment(β=0.49,p<0.01),explorationintention(β=0.18,p<0.05),andattentiondemand(β=0.17,p<0.05)werepositivepredictorsfortotalinterest,explaining43%ofitsvariance.Conclusion:Anewlydesignedmobileapplication-basedexergameplayedviaanexercisebikemayenhancesituationalinterestandprovideadecentlevelofPAforplayers.
出版日期
2017年01月11日(中国期刊网平台首次上网日期,不代表论文的发表时间)