竞赛(生物学)
心理学
任务(项目管理)
控制(管理)
社会心理学
应用心理学
发展心理学
临床心理学
生态学
计算机科学
工程类
系统工程
人工智能
生物
作者
Tayo Moss,Deborah L. Feltz,Norbert L. Kerr,Alan L. Smith,Brian Winn,Benjamin D. Spencer
出处
期刊:Games for health journal
[Mary Ann Liebert]
日期:2018-06-29
卷期号:7 (4): 240-245
被引量:8
标识
DOI:10.1089/g4h.2017.0122
摘要
Objective: We examined how competing with a software-generated partner (SGP) against another human/virtual partner team, in an exercise video game (exergame), affects individual motivation as measured by effort. Materials and Methods: Participants (n = 90; 49 female; Mage = 19.93 ± 1.48) were randomly assigned to one of three conditions: individual control (IC); conjunctive partner, no competition (PNC); or conjunctive partner, with competition (PWC). Participants performed the first series of exercises alone. After resting, those in the partnered conditions performed the remaining trials with a same-sex SGP. Those in the PWC condition were told that they and their virtual partner would be competing against another human–virtual partner team. Results: A significant motivation gain was observed in both partnered conditions compared to control (P < 0.001), but the partnered groups did not differ significantly. However, participants in the PWC condition enjoyed the task significantly (P < 0.05) more than those in the PNC and IC conditions and the PWC participants identified more with the SGP as a teammate than the PNC participants. Conclusions: Altogether, intergroup competition with an SGP may be an enjoyable way to enhance motivation and performance while exercising.
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