从《口袋妖怪GO》学习并为《哈利波特》做准备:增强现实电子游戏对青少年体育活动的影响

McLaughlin Laura, Das Prithwijit, Fruitman Kate, Milanaik Ruth
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引用次数: 1

摘要

背景:只有25%的美国高中生符合疾病预防控制中心的体育活动指南。超过40%的人表示每天玩电子游戏的时间超过3小时。这种缺乏运动的流行可能导致包括肥胖在内的健康问题。增强现实游戏(arg)可能会通过视频玩法增加玩家的活动。我们的目标是量化一种ARG (poksamongo)对青少年身体活动的影响。方法:13-18岁儿童的父母(546名)完成了一份关于他们孩子的身体活动和poksammon GO游戏玩法的匿名在线问卷。受试者在3周内记录孩子的步数;第1周是在游戏发行前,第2周是在游戏发行后,第3周是在游戏发行后的1个月。数据集由两组组成:一组是在poksammon GO发布前后开始玩游戏的人(poksammon GO组,n = 418),另一组是在第1周之后才开始玩游戏的人(对照组,n = 128)。比较各组之间每周每日步数的中位数。结果:各组间年龄、性别、种族、收入无显著差异。对比组在第1周和第2周之间的步数增加了14.8%;poksammon GO组在同一时期增加了29.1%。第1、3周两组间差异无统计学意义,第2周差异有统计学意义(p > 0.05)。结论:poksammon GO导致了微小但显著的初始活动增加。虽然未来的研究需要确定ARGs对身体活动的长期影响,但我们的研究表明,所谓的运动益处是微乎其微的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Learning from Pokémon GO and Preparing for Potter: The Impact of Augmented Reality Video Games on Adolescent Physical Activity
Background: Only 25% of US high school students meet CDC physical activity guidelines. Over 40% report playing video games for > 3 hours/day. This epidemic of inactivity may lead to health consequences including obesity. Augmented Reality Games (ARGs) may increase activity through video gameplay. Our objective was to quantify the effect of an ARG, Pokémon GO, on adolescent physical activity. Methods: Parents (ne = 546) of children ages 13-18 completed an anonymous online questionnaire about their child’s physical activity and Pokémon GO gameplay. Subjects recorded the number of steps taken by their child for 3 weeks; Week 1 preceded the game’s release, Week 2 was immediately after release, and Week 3, 1 month after. The dataset consisted of 2 groups: those who started playing around Pokémon GO’s release (Pokémon GO Group, n = 418) and those who did not play or started playing after Week 1 (Comparison Group, n = 128). Median daily steps of each week were compared between groups. Results: There were no significant differences in age, gender, ethnicity or income between groups. The Comparison Group had a 14.8% increase in steps between Weeks 1 and 2; the Pokémon GO Group had a 29.1% increase in that same time. Weeks 1 and 3 were not significantly different between the two groups but Week 2 was (p > 0.05). Conclusions: Pokémon GO led to a minimal but significant initial increase in activity. Although future studies are needed to determine the long-term effects of ARGs on physical activity, our study suggests that the purported exercise benefits are minimal.
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