Virtual swimming: A psycho-biophysical evaluation of an active video game
Başlık:
Virtual swimming: A psycho-biophysical evaluation of an active video game
Yazar:
Soltanidashtbozorg, Pooya, author.
Yazar Ek Girişi:
Fiziksel Tanımlama:
1 electronic resource (288 pages)
Genel Not:
Source: Dissertation Abstracts International, Volume: 76-07C.
Özet:
After the successful introduction of active video games (exergames), it is not clear whether they can be used as educational, training, and motivational tools for physical activity and real sports. We are aiming to evaluate the use of a swimming exergame in physical education and sport domains. We measured different biomechanical, physiological, and psychological parameters, to provide an overview of the possible use of these games in physical education and sport.
Firstly, we reviewed the literature on the application of sport exergames in physical education and sport. Secondly, we compared the movement patterns during swimming exergame in players with different gender, game, and real swimming experiences. Thirdly, we measured muscle activation with two gaming velocities and provided activation patterns of swimming exergame. Fourthly, we measured aerobic and anaerobic energy systems contributions and players' activity profiles in swimming exergame. Finally, we evaluated how enjoyment, usability, and game experience of the game can affect players' future intentions to participate in physical activity and real swimming.
Our results show that players who performed the game better were less active and completed the game faster. Muscle activation was higher in fast gaming and players completed different phases of the arm cycle faster. Anaerobic energy pathway accounted for approximately 9% of total energy expenditure and players were active about 57% of total time of game play. This sport exergame earned a high usability score but did not encourage players to be more physically active. However, it increased players' intentions to participate in real swimming.
We provided robust interdisciplinary tools and evaluation methods to assess exergame performance. This study suggests that the device may not detect complex movements of real swimming and previous knowledge of real swimming may not transfer into better performance. Both aerobic and anaerobic energy systems should be considered in exergame evaluation. Moreover, interactions of physical exertion, platform usability, and players' skill levels should be considered for effective interventions for increasing physical activity.
Notlar:
School code: 5896
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Yer Numarası | Demirbaş Numarası | Shelf Location | Lokasyon / Statüsü / İade Tarihi |
---|---|---|---|
XX(678851.1) | 678851-1001 | Proquest E-Tez Koleksiyonu | Arıyor... |
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