探索在促进积极微休息的休闲益智游戏中使用不同运动互动的心理效应和体力消耗:准实验研究

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-08-26 DOI:10.2196/55905
Aseel Berglund, Helena Orädd
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引用次数: 0

摘要

背景:久坐或躺卧等久坐行为一直被认为是增加心脏代谢风险和整体死亡率的独立风险因素。与此相反,通过加入短时、积极的微休息来中断久坐时间,已被证明可以减轻久坐行为的负面影响。休闲电子游戏将休闲游戏元素与体育活动相结合,是减少久坐行为的一种前瞻性干预措施,因为它们需要消耗体力。休闲电子游戏已经显示出在特定情况下进行游戏时促进情绪和身体优势的前景。然而,关于不同类型的运动互动如何影响玩休闲电子游戏的心理效应和体力消耗的研究却很少:这项研究的主要目的是探讨玩两分钟休闲电子游戏的心理影响和体力消耗。更确切地说,调查的重点是比较上半身和全身运动的相互作用。此外,这项工作还研究了身体姿势的变化,考虑了上半身运动互动过程中的站立和坐姿:方法:我们开发了两款休闲电子游戏,并通过两项准实验研究进行了调查。在研究 1 中,我们调查了玩家在玩休闲电子游戏时,使用上半身而非全身电子游戏控制器对其控制感、消耗感和沉浸感有何影响。在研究 2 中,我们调查了在坐姿和站姿下使用上半身运动互动玩休闲电子游戏时,玩家在积极情绪、表现、乐趣和消耗方面的差异:研究 1 显示,上半身运动互动的感知控制能力明显高于全身运动互动(P=.04),但在感知消耗(P=.15)或沉浸感(P=.66)方面没有明显差异。研究 2 显示,站立游戏(P=.003)和坐姿游戏(P=.001)的积极情绪都有明显增加。站立游戏组的参与者的实际消耗量略高于坐姿游戏组,但在积极情绪、感知消耗量、乐趣或表现方面,两组之间没有差异:结论:坐姿游戏中由上半身运动互动控制的休闲电子游戏与站立游戏中的上半身运动互动和全身运动互动能产生类似的心理效应和体力消耗。因此,上半身和坐姿休闲电子游戏作为一种合适的微休息活动不应被忽视。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental Study.

Background: Prolonged sedentary behavior, such as sitting or reclining, has consistently been identified as a stand-alone risk factor for heightened cardiometabolic risk and overall mortality. Conversely, interrupting sedentary periods by incorporating short, active microbreaks has been shown to mitigate the negative effects of sedentary behavior. Casual exergames, which mix elements of casual gaming with physical activity, are one prospective intervention to reduce sedentary behavior because they require physical exertion. Casual exergames have shown promise in fostering emotional and physical advantages when played in specific circumstances. However, little research exists on how different types of movement interactions impact the psychological effects as well as the physical exertion of playing casual exergames.

Objective: The primary aim of this work was to explore the psychological effects and physical exertion of playing casual exergames lasting 2 minutes. More precisely, the investigation focused on comparing upper body and full body movement interactions. In addition, the work examined variations in body positions, considering both standing and seated positions during upper body movement interactions.

Methods: Two casual exergames were developed and investigated through 2 quasi-experimental studies. In study 1, we investigated how players' perceptions of control, exertion, and immersion were affected by using upper body as opposed to full body exergame controllers when playing casual exergames. In study 2, we investigated differences in positive affect, performance, enjoyment, and exertion when playing casual exergames with upper body movement interactions in seated and standing positions.

Results: Study 1 showed that perceived control was significantly higher for upper body movement interactions than for full body movement interactions (P=.04), but there were no significant differences regarding perceived exertion (P=.15) or immersion (P=.66). Study 2 showed that positive affect increased significantly for both standing (P=.003) and seated (P=.001) gameplay. The participants in the standing gameplay group showed slightly higher actual exertion; however, there were no differences between the groups in terms of positive affect, perceived exertion, enjoyment, or performance.

Conclusions: Casual exergames controlled by upper body movement interactions in seated gameplay can produce similar psychological effects and physical exertion as upper body movement interactions in standing gameplay and full body movement interactions. Therefore, upper body and seated casual exergames should not be overlooked as a suitable microbreak activity.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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