active video game

活跃的视频游戏
  • 文章类型: Journal Article
    目的:评估老年人运动的可行性,注重可接受性,需求,实施,和实用性。此外,根据审查的结果提供实际意义。
    结果:运动游戏对老年人来说是安全的,可能会增加身体活动,balance,认知,和心情。尽管有这些可能的好处,对设备不熟悉等障碍,复杂的控制,和不清楚的指示可能会挑战老年人的exergaming。根据老年人的经验,他们发现游戏很有趣,尤其是社会互动。锻炼游戏被认为是身体和认知上的要求,面临技术和安全挑战。引入exergaming需要彻底的熟悉,包括书面和视频说明,后续支持,和家庭可访问性。能够在游戏过程中跟踪改进以及与年龄相适应的挑战对于成功融入日常生活非常重要。基于这些发现,开发了针对老年人的ExerGameFlow模型,该模型为未来的运动游戏和干预措施的设计提供了实际意义。
    OBJECTIVE: To evaluate the feasibility of exergaming among older adults, focusing on acceptability, demand, implementation, and practicality. Additionally, to offer practical implications based on the review\'s findings.
    RESULTS: Exergaming is a safe for older adults, potentially increasing physical activity, balance, cognition, and mood. Despite these possible benefits, barriers such as unfamiliarity with equipment, complex controls, and unclear instructions may challenge older adults in exergaming. Based on the experience of older adults, they found exergaming enjoyable, particularly the social interactions. Exergaming was perceived as physically and cognitively demanding, with technical and safety challenges. Introducing exergaming requires thorough familiarization, including written and video instructions, follow-up support, and home accessibility. To be able to follow improvements during exergaming as well as age-appropriate challenges are important for successful integration into daily life. Based on these findings, an ExerGameFlow model for older adults was developed which provides practical implications for future design of exergames and interventions.
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  • 文章类型: Journal Article
    跌倒预防是全球优先事项,因为它对老年人的重大影响和医疗保健系统的成本。远程康复技术的进步,如“exergaming”,显示出提供无障碍服务的潜力,参与老年人的锻炼计划。本研究旨在建立可行性,庇护住房中exergaming的可接受性和可用性。
    一项混合方法研究,参与者随机进入2个庇护住房设施进行干预(n=1个家庭,12名参与者)和控制(n=1家2,12名参与者)为所有人提供日常护理,(物理治疗规定的力量和平衡运动以及预防跌倒的建议)和为期6周的监督运动游戏计划(MIRA)每周仅向干预组提供3次。在6周,可行性,使用描述性统计数据收集并分析了可用性和可接受性结果;还完成了与参与者的定性焦点小组和与工作人员的访谈,并进行了主题分析,以引出可用性和可接受性的障碍和促进者。
    对照组每周平均运动时间从10.6分钟增加到14.1分钟,干预组增加到9.6分钟到36.8分钟。所有研究过程和措施似乎都是可行的;72%的受访者同意参加,92%的人完成了为期6周的随访。系统可用性分数(SUS)的各个域显示,参与者在支持下使用系统感到“非常自信”(70%),“想经常使用exerggames”(50%),并发现该系统“易于使用”(90%)。然而,他们还认为他们“一开始需要学习很多东西”(40%),并且“需要技术支持”(70%)以独立使用游戏。平均总体SUS为63,反映了独立使用的中等可用性。定性数据表明,运动游戏广受好评,并强调了动机和社会方面;成本和设置。工作人员还感到游戏补充了传统护理。
    我们的研究有助于提供证据,指导使用exergames为社区庇护所内的老年人提供合适的跌倒预防干预措施。
    UNASSIGNED: Falls prevention is a global priority given its substantial impact on older adults and cost to healthcare systems. Advances in telerehabilitation technology such as `exergaming\' show potential for delivering accessible, engaging exercise programs for older adults. This study aimed to establish the feasibility, acceptability and usability of exergaming in sheltered housing.
    UNASSIGNED: A mixed-methods study with participants randomised in 2 sheltered housing facilities to intervention (n = 1 home, 12 participants) and control (n = 1 home 2, 12 participants) provided usual care for all, (physiotherapy prescribed strength and balance exercises and falls prevention advice) and a 6-week supervised exergaming programme (MIRA) offered 3 times per week to the intervention group only. At 6 weeks, feasibility, usability and acceptability outcomes were collected and analysed using descriptive statistics; qualitative focus groups with participants and interviews with staff were also completed and thematically analysed to elicit barriers and facilitators to usability and acceptability.
    UNASSIGNED: Mean exercise per week increased from 10.6 to 14.1 minutes in the control group and 9.6 to 36.8 minutes in the intervention group. All study processes and measures appeared feasible; 72% of those invited consented to taking part and 92% completed 6-week follow-up. Individual domains for the System Usability Scores (SUS) showed participants felt `very confident\' using the system with support (70%), would `like to use exergames frequently\' (50%) and found the system `easy to use\' (90%). However, they also felt they `needed to learn a lot at the beginning\' (40%) and would `need technical support\' (70%) for independent use of the exergames. Mean overall SUS was 63 reflecting moderate usability for independent use. Qualitative data indicated exergames were well received and highlighted motivational and social aspects; costs and set up. Staff also felt exergaming complemented traditional care.
    UNASSIGNED: Our study contributes to the evidence guiding the use of exergames to deliver suitable falls prevention interventions for older adults within sheltered housing in community settings.
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  • 文章类型: Journal Article
    患有慢性踝关节不稳(CAI)的儿童经常经历踝关节不稳,导致旅行,falls,脚踝扭伤导致生活质量低下。需要针对CAI儿童的身体和心理目的的特定锻炼计划。
    这项研究的目的是调查使用主动视频游戏(AVG)进行平衡的为期4周的基于家庭的锻炼训练计划的可行性,电机熟练程度,脚和脚踝的能力,以及CAI儿童的内在动机。
    将60名CAI儿童(平均年龄10岁,SD2岁)随机分配到实验组(AVG组;n=30)或对照组(CG;n=30)。AVG组玩了2个选定的视频游戏,捕鱼和俄罗斯块,而CG接受了传统的CAI锻炼计划。这两个节目每天都安排30分钟,每周3次,在家待了4个星期。单腿站立测试用于评估静态平衡。在线向前走和站立跳远测试用于评估运动能力。采用足踝能力测量(FAAM)和内在动机问卷评估足踝能力和内在动机,分别。在基线和4周后进行评估。
    在AVG组中,单腿支架测试(眼睛睁开;在地板和泡沫条件下),FAAM(日常生活活动量表),和内在动机(兴趣/享受,压力/张力,和价值/有用性维度)与CG相比有所改善(所有P<0.05)。在为期4周的计划结束时,两组之间的运动熟练程度没有差异(P=.31,站立跳远测试的P=.34)。
    使用AVG进行为期4周的基于家庭的锻炼训练计划可能是有益的,并且可能是改善平衡的有效方法,脚和脚踝的能力,通过增加需要长期康复治疗的CAI儿童的兴趣/享受和价值/有用性维度并降低压力/紧张维度来增强积极动机。
    UNASSIGNED: Children with chronic ankle instability (CAI) frequently experience ankle unsteadiness, causing trips, falls, and ankle sprain injuries resulting in poor quality of life. A specific exercise program focused on physical and psychological purposes in children with CAI is needed.
    UNASSIGNED: The purpose of this study was to investigate the feasibility of a 4-week home-based exercise training program using active video games (AVGs) for balance, motor proficiency, foot and ankle ability, and intrinsic motivation in children with CAI.
    UNASSIGNED: Sixty children with CAI (mean age 10, SD 2 years) were randomly assigned to an experimental group (AVG group; n=30) or a control group (CG; n=30). The AVG group played 2 selected video games, Catching Fish and Russian Block, while the CG received the traditional exercise program for CAI. Both programs were scheduled for 30 minutes per day, 3 times per week, for 4 weeks at home. The single-leg stance test was used to assess static balance. The walking forward on a line and standing long jump tests were used to assess motor proficiency. The Foot and Ankle Ability Measure (FAAM) and the Intrinsic Motivation Inventory questionnaire were used to assess foot and ankle ability and intrinsic motivation, respectively. Assessments were conducted at baseline and after 4 weeks.
    UNASSIGNED: In the AVG group, the single-leg stand test (eyes open; on floor and on foam conditions), the FAAM (activities of daily living subscale), and intrinsic motivation (interest/enjoyment, pressure/tension, and value/usefulness dimensions) were improved compared with the CG (all P<.05). Motor proficiency did not differ between the 2 groups at the end of the 4-week program (P=.31 for the walking forward on a line, P=.34 for the standing long jump test).
    UNASSIGNED: A 4-week home-based exercise training program using AVGs can be beneficial and may be an effective approach for improving balance, foot and ankle ability, and enhancing positive motivation by increasing the interest/enjoyment and value/usefulness dimensions and lowering the pressure/tension dimension in children with CAI that require long-term rehabilitation sessions.
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  • 文章类型: Journal Article
    描述定制和非定制虚拟现实和主动视频游戏(VR/AVG)实施的性质,包括下肢强迫症(HABIT-ILE)干预计划,偏瘫儿童。
    六个8-11岁的儿童参加了为期10天的HABIT-ILE干预(65小时;6.5计划VR/AVG小时)。每天记录VR/AVG实施细节,并总结描述性统计数据;主动运动参与量化为主动参与游戏的分钟数。干预后对干预人员的访谈进行了定性内容分析。
    平均而言,参与者接受了79%的计划VR/AVG剂量(314/400计划分钟,范围214-400分钟),其中每节活动运动平均为68%(27分钟,SD12分钟)。参与涉及等量的自定义(49%)和非自定义(51%)VR/AVG系统使用。材料和语言适应有助于与HABIT-ILE原则保持一致。干预人员确定了任务类型(粗大运动与精细运动),儿童的感知动机,和VR/AVG属性作为影响主动运动接合和与HABIT-ILE原理对齐的因素。
    描述HABIT-ILE中VR/AVG集成的个人和技术挑战可以提高有关VR/AVG在密集干预中使用的知识,并确定后续研究的方向。
    To describe the nature of custom and non-custom virtual reality and active video game (VR/AVG) implementation within a Hand-Arm Bimanual Intensive Therapy Including Lower Extremities (HABIT-ILE) intervention program for children with hemiplegia.
    Six children aged 8-11 years participated in a 10-day HABIT-ILE intervention (65 h; 6.5 planned VR/AVG hours). VR/AVG implementation details were recorded daily and summarized with descriptive statistics; active motor engagement was quantified as minutes of active game participation. Post-intervention interviews with interventionists were analyzed with qualitative content analysis.
    On average, participants received 79% of the planned VR/AVG dosage (314/400 planned minutes, range 214-400 min), of which the per-session active motor engagement average was 68% (27 min, SD 12 min). Participation involved equivalent amounts of custom (49%) and non-custom (51%) VR/AVG system use. Material and verbal adaptations facilitated alignment with HABIT-ILE principles. Interventionists identified type of task (gross versus fine motor), children\'s perceived motivation, and VR/AVG attributes as factors influencing active motor engagement and alignment with HABIT-ILE principles.
    Describing individual and technological challenges of VR/AVG integration within HABIT-ILE can advance knowledge about VR/AVG use in intensive interventions and identify directions for subsequent research.
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  • 文章类型: Journal Article
    今天的孩子很容易参与运动游戏,但是他们在比赛中的位置还没有得到充分的调查,以确定他们采取的位置是否会导致平等的反应。这项研究的设计涉及生理和知觉反应的收集(即,心率(HR),感知努力的评级,和享受得分)在三种不同运动的运动比赛中(保龄球,网球,和拳击),球员处于不同的位置(坐着和站着)。参与者在记录他们的HR的同时进行每场比赛10分钟。游戏结束后,检索每个感知反应.结果显示,在整个运动游戏过程中,HR高于休息时显著增加(p<0.001)。站立游戏的HR(p<0.001)明显高于坐姿游戏。与网球和保龄球相比,拳击在两个位置都产生了最高的生理反应(p<0.001)和感知的劳累(p<0.05)。参与者认为所有的运动比赛都很愉快,因为他们的享受得分在每场比赛中没有显着差异(p>0.5)。对于所有的变量,性别间差异无统计学意义(p>0.5).这种基于家庭的干预表明,运动游戏不仅令人愉快;总体而言,它们可以提供至少中等强度的体力活动,无论是坐着还是站着玩。
    Today\'s children are prone to becoming involved in exergames, but their positions during play have not been sufficiently investigated to determine whether the positions they adopt result in equal responses. The design of this study involved the collection of physiological and perceptual responses (i.e., heart rate (HR), rating of perceived exertion, and enjoyment score) during exergames in three different sports (bowling, tennis, and boxing) with players in different positions (sitting and standing). The participants played each game for 10 min while their HR was recorded. After the gameplay, each perceptual response was retrieved. The results revealed a significant increase in HR above rest during exergaming overall (p < 0.001). Standing gameplay resulted in a significantly higher HR (p < 0.001) than seated gameplay. Compared to tennis and bowling, boxing produced the highest physiological response (p < 0.001) and perceived exertion (p < 0.05) in both positions. The participants perceived all the sports exergames to be enjoyable, as their enjoyment scores did not significantly differ for each game (p > 0.5). For all the variables, no statistically significant differences between genders were identified (p > 0.5). This home-based intervention demonstrated that sports exergames are not only enjoyable; overall, they can provide at least moderately intense physical activity, whether played seated or standing.
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  • 文章类型: Randomized Controlled Trial
    背景:虚拟设备的实现可以促进治疗师的角色(例如,患者的动机,练习的强度),以提高脑瘫儿童的治疗效果。在现有的治疗设备中,没有一项是专门设计来促进循证运动技能学习干预措施相关原则的应用.因此,缺乏关于基于虚拟的会议在运动功能康复中促进运动改善转变为日常生活活动的有效性的证据。我们测试了实施最近开发的虚拟设备(REAtouch®)的有效性,专门设计用于应用治疗运动技能学习原理,在包括下肢(HABIT-ILE)干预在内的手动双臂强化治疗期间。
    方法:将40名单侧脑瘫儿童(5-18岁;MACSI-III;GMFCSI-II)随机分配到对照组或“REAtouch®”实验组,进行90小时HABIT-ILE日间训练营干预(两周)。REAtouch®组的儿童使用REAtouch®花费了近一半的一对一治疗时间。参与者进行了三次测试:前一周(T1),干预后(T2),3个月随访(T3)。主要结果是辅助手评估(T3-T1;盲化)。次要结果测量单手功能,刻板印象,步态耐力,日常生活能力,和功能目标。加速度计和日常活动的手动报告用于记录治疗剂量和治疗特征。我们使用单向RMANOVA比较了两种干预措施的疗效,和非劣效性分析,以对比“REAtouch®”组与“HABIT-ILE”对照组的变化。
    结果:我们发现两组的大部分结局指标都有显著改善(p<0.05)。REAtouch®组上肢运动功能有显著的非劣效性变化,实现功能目标,和日常生活活动能力(p<0.05)。
    结论:在单侧脑瘫患儿中,与传统的基于证据的HABIT-ILE干预相比,在HABIT-ILE期间使用REAtouch®装置的疗效不差。这项研究证明了在高剂量营地模型中使用这种虚拟设备的可行性,并建立了在专门设计的基于虚拟的会议期间应用运动技能学习的治疗原则的可能性。
    背景:试验登记号:NCT03930836-国际临床试验注册平台(ICTRP)注册日期:6月21日,2018年;NIH临床试验注册日期:4月29日,2019.首例患者登记:7月3日,2018.
    The implementation of virtual devices can facilitate the role of therapists (e.g., patient motivation, intensity of practice) to improve the effectiveness of treatment for children with cerebral palsy. Among existing therapeutic devices, none has been specifically designed to promote the application of principles underlying evidence-based motor skill learning interventions. Consequently, evidence is lacking regarding the effectiveness of virtual-based sessions in motor function rehabilitation with respect to promoting the transfer of motor improvements into daily life activities. We tested the effectiveness of implementing a recently developed virtual device (REAtouch®), specifically designed to enable the application of therapeutic motor skill learning principles, during a Hand Arm Bimanual Intensive Therapy Including Lower Extremities (HABIT-ILE) intervention.
    Forty children with unilateral cerebral palsy (5-18 years; MACS I-III; GMFCS I-II) were randomly assigned to a control group or a \"REAtouch®\" experimental group for a 90-h HABIT-ILE day-camp intervention (two weeks). Children in the REAtouch® group spent nearly half of their one-on-one therapeutic time using the REAtouch®. Participants underwent three testing sessions: the week before (T1), after intervention (T2), and at three months follow-up (T3). The primary outcome was the Assisting Hand Assessment (T3-T1; blinded). Secondary outcomes measured uni-bimanual hand function, stereognosis, gait endurance, daily life abilities, and functional goals. Accelerometers and a manual report of daily activities served to document therapeutic dosage and treatment characteristics. We used one-way RMANOVA to compare the efficacies of the two interventions, and non-inferiority analyses to contrast changes in the \"REAtouch®\" group versus the \"HABIT-ILE\" control group.
    We found significant improvements in both groups for most of the outcome measures (p < 0.05). There was significant non-inferiority of changes in the REAtouch® group for upper extremities motor function, functional goals attainment, and abilities in daily life activities (p < 0.05).
    Use of the REAtouch® device during HABIT-ILE showed non-inferior efficacy compared to the conventional evidence-based HABIT-ILE intervention in children with unilateral cerebral palsy. This study demonstrates the feasibility of using this virtual device in a high dosage camp model, and establishes the possibility of applying the therapeutic principles of motor skill learning during specifically designed virtual-based sessions.
    Trial registration number: NCT03930836-Registration date on the International Clinical Trials Registry Platform (ICTRP): June 21th, 2018; Registration date on NIH Clinical Trials Registry: April 29th, 2019. First patient enrollment: July 3rd, 2018.
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  • 文章类型: Meta-Analysis
    背景:对旨在增加身体活动(PA)的数字游戏的研究,也称为运动游戏或主动视频游戏(AVG),在过去的20年里激增。因此,这一领域的文献评论可能会变得过时,揭示需要更新高质量的评论,以确定总体见解。此外,鉴于AVG研究的显著异质性,研究纳入标准可能会显著影响结论。据我们所知,之前没有系统综述或荟萃分析专门针对针对PA行为增加的纵向AVG干预研究.
    目的:这项研究的目的是深入了解纵向AVG干预措施在PA持续升高方面的成功时间和原因。尤其是公共卫生。
    方法:六个数据库(PubMed,PsycINFO,SPORTDiscus,MEDLINE,WebofScience,和GoogleScholar)的审查时间到2020年12月31日。该协议已在国际前瞻性系统审查注册(PROSPERO:CRD42020204191)中注册。为了纳入,随机对照试验必须突出(>50%的干预)采用AVG技术,涉及反复的AVG暴露,以及PA行为的目标变化。实验设计必须包括≥2个参与者内或参与者之间的条件,每个条件≥10个参与者。
    结果:确定了1996年至2020年间以英文发表的总共25项研究,19项研究为纳入荟萃分析提供了足够的数据。我们的研究结果表明,AVG干预有中等程度的积极作用,从而增加总PA(对冲g=0.525,95%CI0.322-0.728)。我们的分析显示了相当大的异质性(I2=87.7%;Q=154.1)。在所有亚组分析中,主要发现是一致的。PA评估类型组之间的比较显示客观措施的中等效果(Hedgesg=0.586,95%CI0.321-0.852)和主观措施的小效果(Hedgesg=0.301,95%CI0.049-0.554),但两组之间没有显着差异(P=.13)。平台亚组分析显示对踏步装置有中等影响(对冲g=0.303,95%CI0.110-0.496),手持和身体感应设备的组合(对冲g=0.512,95%CI0.288-0.736),和其他设备(对冲g=0.694,95%CI0.350-1.039)。对照组的类型显示出广泛的效应大小,从被动对照组的小效应大小(Hedgesg=0.370,95%CI0.212-0.527)(无)到常规PA干预组的中等效应大小(Hedgesg=0.693,95%CI0.107-1.279),最终到作为对照组的久坐游戏的大效应大小(Hedgesg=0.932,95%CI0.043-1.821)。各组间无显著差异(P=0.29)。
    结论:AVG代表了在一般人群和临床亚群中促进PA的有希望的工具。然而,AVG质量的显著变异性,研究设计,和影响也被检测到。将讨论改善AVG干预措施和相关研究的建议。
    背景:PROSPEROCRD42020204191;https://www.crd.约克。AC.uk/prospro/display_record.php?RecordID=204191。
    Research on digital games designed to increase physical activity (PA), also known as exergames or active video games (AVGs), has proliferated over the past 2 decades. As a result, reviews of literature in this field can become outdated, revealing the need for updated high-quality reviews that identify overarching insights. Furthermore, given the significant heterogeneity in AVG research, study inclusion criteria may significantly influence conclusions. To the best of our knowledge, no prior systematic review or meta-analysis has specifically focused on studies of longitudinal AVG interventions targeting increases in PA behaviors.
    The aim of this study was to obtain insights into when and why longitudinal AVG interventions are more or less successful for sustained increases in PA, especially for public health.
    Six databases (PubMed, PsycINFO, SPORTDiscus, MEDLINE, Web of Science, and Google Scholar) were reviewed until December 31, 2020. This protocol was registered in the International Prospective Register of Systematic Reviews (PROSPERO: CRD42020204191). For inclusion, randomized controlled trials had to prominently (>50% of intervention) feature AVG technology, involve repeated AVG exposure, and target changes in PA behavior. Experimental designs had to include ≥2 within- or between-participant conditions with ≥10 participants per condition.
    A total of 25 studies published in English between 1996 and 2020 were identified, with 19 studies providing sufficient data for inclusion in the meta-analysis. Our findings indicated that AVG interventions had a moderately positive effect, thereby increasing overall PA (Hedges g=0.525, 95% CI 0.322-0.728). Our analysis showed substantial heterogeneity (I2=87.7%; Q=154.1). The main findings were consistent across all subgroup analyses. The comparison between PA assessment type groups showed a moderate effect for objective measures (Hedges g=0.586, 95% CI 0.321-0.852) and a small effect for subjective measures (Hedges g=0.301, 95% CI 0.049-0.554) but no significant difference between the groups (P=.13). The platform subgroup analysis indicated a moderate effect for stepping devices (Hedges g=0.303, 95% CI 0.110-0.496), combination of handheld and body-sensing devices (Hedges g=0.512, 95% CI 0.288-0.736), and other devices (Hedges g=0.694, 95% CI 0.350-1.039). The type of control group showed a wide range of effects sizes, ranging from a small effect size (Hedges g=0.370, 95% CI 0.212-0.527) for the passive control group (nothing) to a moderate effect size for the conventional PA intervention group (Hedges g=0.693, 95% CI 0.107-1.279) and ultimately to a large effect size for sedentary game as control groups (Hedges g=0.932, 95% CI 0.043-1.821). There was no significant difference among the groups (P=.29).
    AVGs represent a promising tool for PA promotion among the general population and clinical subpopulations. However, significant variabilities in AVG quality, study design, and impact were also detected. Suggestions for improving AVG interventions and related research will be discussed.
    PROSPERO CRD42020204191; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=204191.
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  • 文章类型: Journal Article
    叙事在视频游戏中普遍存在,并且已经发现增加活跃视频游戏中的身体活动。然而,在完全身临其境的虚拟现实游戏中,很少研究纳入叙事元素的效果。我们调查了叙事元素合并的效果(主题之间:叙事与没有叙述)在活跃的虚拟现实和久坐的虚拟现实游戏(受试者内)中,并检查了受试者和受试者内对身体活动行为的影响,游戏体验,和身体活动参与。我们将36名久坐的大学生随机分为叙事组或非叙事组。所有参与者都以平衡的顺序进行了活跃的虚拟现实和久坐的虚拟现实游戏。在每个游戏会话之前,他们要么观看5分钟的叙事视频(叙事),要么直接玩没有叙事的原始虚拟现实游戏(非叙事)。我们使用手腕佩戴的加速度计收集参与者的身体活动数据;我们通过问卷调查获得他们的游戏经验和身体活动参与。与非叙事组相比,叙事组花费更多的时间在中等到剧烈的体力活动中(%),并且在主动虚拟现实游戏中的非运动时间更少(所有p值<.05)。与久坐的虚拟现实会话相比,主动的虚拟现实会话产生了更大的积极影响和更大的身体活动参与度。在活跃的虚拟现实中加入叙事元素增加了在中等到剧烈的身体活动中花费的相对时间,并减少了非运动时间,与非叙事组相比。积极的虚拟现实鼓励参与者进行更多的活动,并为他们提供更愉快的游戏体验,让他们更多地参与其中。在久坐的成年人中,主动虚拟现实是一种可行的体育活动促进选择;在主动虚拟现实中纳入叙事元素有助于增加相对中等至剧烈的体育活动,应进一步探讨其功效。
    UNASSIGNED:在线版本包含补充材料,可在10.1007/s10055-023-00754-7获得。
    Narratives are pervasive in video games and have been found to increase physical activity in active video games. However, the effect of incorporating narrative elements has seldom been examined in fully immersive virtual reality games. We investigated the effect of narrative element incorporation (between-subject: narrative vs. no narrative) in active virtual reality and sedentary virtual reality games (within-subject) and examined between- and within-subject effects on physical activity behavior, game experience, and physical activity engagement. We randomized 36 sedentary college students to either the narrative or the non-narrative group. All participants played an active virtual reality and a sedentary virtual reality game in counter-balanced order. Before each game session, they either watched a 5-min narrative video (narrative) or directly played the original virtual reality games without narratives (non-narrative). We collected participants\' physical activity data using wrist-worn accelerometers; we obtained their game experience and physical activity engagement via questionnaires. The narrative group spent a greater proportion of time in moderate-to-vigorous physical activity (%) and had less non-movement time during the active virtual reality gameplay than the non-narrative group (all p values < .05). The active virtual reality sessions induced a greater positive affect and greater physical activity engagement ratings than the sedentary virtual reality sessions. The incorporation of narrative elements in active virtual reality increased the relative time spent in moderate-to-vigorous physical activity and reduced non-movement time, compared to the non-narrative group. Active virtual reality encouraged more activity by participants and offered them a more enjoyable gaming experience in which they engaged more. Active virtual reality is a feasible physical activity promotion option among sedentary adults; the incorporation of narrative elements in active virtual reality helps increase relative moderate-to-vigorous physical activity and should be further explored for its efficacy.
    UNASSIGNED: The online version contains supplementary material available at 10.1007/s10055-023-00754-7.
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  • 文章类型: Journal Article
    背景:运动游戏过程中承受的身体和认知负荷可能不同于更传统的认知-运动双任务训练。
    目的:这项试点横向研究的目的是比较在运动中客观测量和感知的运动强度,认知-运动双重任务,和单任务培训课程。
    方法:我们招募了明显健康的年轻人,他们进行了每种类型的训练:exergaming,认知-运动双任务,和单任务。我们使用了定制的exergame作为支持。会议持续了30分钟,间隔至少24小时,并按每组4名参与者的随机顺序进行。我们使用心率来评估运动强度,并使用改良的Borg量表来评估强度感知。总之,16名明显健康的年轻参与者进行了所有课程。
    结果:不同类型的平均心率训练之间没有差异(P=0.27),峰值心率(P=.50),或Borg量表得分(P=.40)。我们定制的exergame的客观测量和感知的身体负荷在认知运动双任务和单任务训练之间没有差异。
    结论:因此,我们的运动游戏可以被认为和更传统的体能训练一样具有挑战性。未来的研究应该在有或没有认知障碍的老年人中进行,并纳入认知表现的评估。
    BACKGROUND: The physical and cognitive loads borne during exergaming may differ from more conventional cognitive-motor dual-task trainings.
    OBJECTIVE: The aim of this pilot transversal study was to compare objectively measured and perceived exercise intensity during exergame, cognitive-motor dual-task, and single-task training sessions.
    METHODS: We recruited apparently healthy young adults who carried out one session of each type of training: exergaming, cognitive-motor dual-tasking, and single-tasking. We used a custom-made exergame as support. The sessions lasted 30 minutes, were spaced at least 24 hours apart, and took place in random order for each group of 4 participants. We used heart rates to assess exercise intensity and the modified Borg scale to assess perception of intensity. In all, 16 apparently healthy young participants carried out all sessions.
    RESULTS: There was no difference between the different types of training in mean heart rates (P=.27), peak heart rates (P=.50), or Borg scale scores (P=.40). Our custom-made exergame\'s objectively measured and perceived physical load did not differ between cognitive-motor dual-task and single-task training.
    CONCLUSIONS: As a result, our exergame can be considered to be as challenging as more traditional physical training. Future studies should be conducted in older adults with or without cognitive impairments and incorporate an assessment of cognitive performance.
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  • 文章类型: Randomized Controlled Trial
    目的:比较两种主动视频游戏(AVG)协议对有和没有发育协调障碍(DCD)的儿童学习迁移的影响。
    方法:五十个孩子,6-10岁的儿童被随机分配到A或B组。A组的儿童参加了一组任天堂Wii球类运动,而B组参加了敏捷性运动(每组8名DCD和17名典型发育儿童(TD))。每个小组的参与者每周两次练习Wii游戏20分钟,持续10周。所有的孩子也在现实世界中练习球和敏捷性游戏,每周一次。
    结果:两种方案都产生了积极效果,对PERF-FIT和KTK测试的敏捷性和平衡性项目显示的效果最大。在学习真实世界游戏和虚拟协议时没有发现任何互动,除了乒乓球比赛.方案组在时间上的显着相互作用表明,与敏捷组相比,Ball组在BOT-2-上肢协调方面的改善更大。重要的是,在虚拟和现实世界游戏中,DCD儿童的进步与TD同龄人相当。
    结论:独立于培训方案,患有DCD的儿童和TD的儿童在受过训练和未经训练的球上表现更好,10周训练后的平衡和敏捷性任务。
    OBJECTIVE: To compare the effects of two Active Video Game (AVG) protocols on transfer of learning in children with and without Developmental Coordination Disorder (DCD).
    METHODS: Fifty children, aged 6-10 years were randomly allocated to either group A or B. Children in group A participated in a set of Nintendo Wii ball games whereas group B played agility games (8 DCD and 17 typically developing children (TD) per group). Participants in each group practiced Wii games for 20 min twice a week for 10 weeks. All children also practiced ball and agility games in real-world settings, once per week.
    RESULTS: Both protocols yielded positive effects with the largest effect sizes shown on agility and balance items of the PERF-FIT and KTK tests. No interaction was found on learning real-world games and the virtual protocol, except for a Ping-Pong game. A significant interaction of time by protocol group indicated that the Ball group improved more on BOT-2-Upper-Limb Coordination than the Agility group. Importantly, children with DCD improved comparably with TD peers in virtual and real-world games.
    CONCLUSIONS: Independent of training protocol, both children with DCD and TD children performed better on trained and non-trained ball, balance and agility tasks after 10 weeks of training.
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