在热门游戏中使用音乐和游戏玩法诱发HIIT

Aaron Keesing, Matthew Ooi, Ocean Wu, Xinghao Ye, Lindsay Alexander Shaw, B. Wünsche
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引用次数: 19

摘要

锻炼有各种各样的健康益处,但很大一部分人没有进行足够的体育活动。一个经常被提及的原因是缺乏内在动力。练习游戏是解决这一问题的一种方法,它将练习与有趣的游戏玩法相结合。一种特别有用的锻炼形式是HIIT(高强度间歇训练),它包括高强度锻炼和轻度锻炼交替进行。然而,很少有游戏尝试执行高强度协议,其有效性仍然不确定。在本文中,我们提出了一种新颖的VR游戏,它利用与音乐节奏同步的游戏机制,自动诱导HIIT,而无需物理教练。这个游戏包括使用划桨机来同步桨的运动和游戏中可收集的戒指。同步的水平直接决定了玩家的得分,并通过平视显示器提供实时反馈。改变环之间的距离,以诱导不同强度的运动周期。我们使用双向因素分析(音乐打开/关闭,游戏玩法打开/关闭)测试我们的设计。6名大学生分别完成了所有四个条件。我们的研究结果表明,游戏玩法和音乐都能有效地诱导HIIT,而音乐对表现和感知变量的影响更大。与没有音乐和没有游戏控制相比,音乐和游戏玩法都降低了人们的劳累感。听音乐比不听音乐更能增加乐趣,而且在听音乐的情况下,动力输出和划船速度都更加一致。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
HIIT With Hits: Using Music and Gameplay to Induce HIIT in Exergames
Exercises have a wide variety of health benefits, but a large proportion of the population does not perform sufficient physical activity. A frequently cited reason is a lack of intrinsic motivation. Exergames have been proposed as a means to address this problem by combining exercises with an enjoyable game play. A particular useful form of exercises is HIIT (high intensity interval training), which involves alternating periods of intense exercise with periods of light exercise. However, few exergames attempt to implement high intensity protocols and their effectiveness remains uncertain. In this paper we present a novel VR exergame that utilises game-play mechanics synchronised with music rhythm, to automatically induce HIIT without the need for a physical instructor. The exergame involves the use of a rowing machine to synchronise oar movement with collectible rings in the game. The level of synchronisation directly determines the players score, and realtime feedback is given using a heads-up display. The distance between rings is changed to induce periods of varying intensity exercise. We tested our design using a two-way factor analysis (music on/off, gameplay on/off). A sample of 6 university students each completed all four conditions. Our results show that gameplay and music were both effective at inducing HIIT, while music had a stronger effect on both performance and perceptual variables. Music and gameplay both decreased perceived exertion over the no music + no game control. Music increased enjoyment over no music, and power output and rowing rate were both more consistent in the music condition.
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