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Gearing Up for the Future of Exercise
Simulation & Gaming ( IF 1.5 ) Pub Date : 2020-07-18 , DOI: 10.1177/1046878120943253
Rory McGloin 1 , Kimberly Embacher-Martin 2 , Christine Gilbert 1 , Jaci VanHeest 1
Affiliation  

Background Exergames—which combine physical activity with elements of virtual interaction (e.g., “cyber-cycling”)—come in a wide range of styles and with an array of structural and environmental characteristics that are likely to influence a user’s experience, including their overall enjoyment. Aim The aim of the current study was thus to compare adolescents’ experience of flow and enjoyment across two cyber-cycling sessions that featured two unique styles of cycling exergames. Method Eighty-eight participants aged 11-13 participated in two cyber-cycling sessions spaced one week apart. Participants engaged in two unique conditions, one virtual game featuring the collection of coins to earn points and one a virtual simulation of an outdoor trail ride. The order of condition delivery was randomly selected. Results Participants reported experiencing greater flow and enjoyment when the cyber-cycling session was centered on a virtual gaming experience. Conclusion Adolescents find greater enjoyment from exergames that feature traditional gaming characteristics and features. Implications for the design and sustained adoption of exergames for adolescents are discussed.

中文翻译:

为锻炼的未来做好准备

背景 Exergames——将身体活动与虚拟交互元素(例如,“网络骑行”)相结合——具有多种风格和一系列可能影响用户体验的结构和环境特征,包括他们的整体体验。享受。目标 因此,当前研究的目的是比较青少年在两个网络自行车课程中的心流和享受体验,这些课程具有两种独特的自行车运动游戏风格。方法 88 名年龄在 11-13 岁之间的参与者参加了两次间隔一周的网络自行车课程。参与者参与了两种独特的条件,一种是通过收集硬币来赚取积分的虚拟游戏,另一种是户外越野骑行的虚拟模拟。条件交付的顺序是随机选择的。结果 参与者报告说,当网络骑行课程以虚拟游戏体验为中心时,他们体验到了更大的流动性和乐趣。结论 青少年从具有传统游戏特点和特点的运动游戏中获得更多乐趣。讨论了为青少年设计和持续采用运动游戏的意义。
更新日期:2020-07-18
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