出勤
电子游戏
随机对照试验
自决论
能力(人力资源)
心理学
物理疗法
体力活动
应用心理学
自治
社会心理学
多媒体
医学
计算机科学
外科
政治学
法学
经济
经济增长
作者
Wei Peng,Karin A. Pfeiffer,Brian Winn,Jih‐Hsuan Tammy Lin,Darijan Suton
出处
期刊:Health Psychology
[American Psychological Association]
日期:2015-12-01
卷期号:34 (Suppl): 1229-1239
被引量:60
摘要
Active video games (AVGs) transform the sedentary screen time of video gaming into active screen time and have great potential to serve as a "gateway" tool to a more active lifestyle for the least active individuals. This pilot randomized trial was conducted to explore the potential of theory-guided active video games in increasing moderate-to-vigorous physical activity (MVPA) among young adults.In this pilot 4-week intervention, participants were randomly assigned to 1 of the following groups: an AVG group with all the self determination theory (SDT)-based game features turned off, an AVG group with all the SDT-based game features turned on, a passive gameplay group with all the SDT-based game features turned on, and a control group. Physical activity was measured using ActiGraph GT3X accelerometers. Other outcomes included attendance and perceived need satisfaction of autonomy, competence and relatedness.It was found that playing the self-determination theory supported AVG resulted in greater MVPA compared with the control group immediately postintervention. The AVG with the theory-supported features also resulted in greater attendance and psychological need satisfaction than the non-theory-supported one.An AVG designed with motivation theory informed features positively impacted attendance and MVPA immediately postintervention, suggesting that including AVG features guided with motivation theory may be a method of addressing common problems with adherence and increasing effectiveness of active gaming.
科研通智能强力驱动
Strongly Powered by AbleSci AI