Physiological and psychophysiological responses to an exer-game training protocol

被引:21
作者
Bronner, Shaw [1 ]
Pinsker, Russell [2 ]
Naik, Rutika [3 ]
Noah, J. Adam [4 ]
机构
[1] Northeastern Univ, ADAM Ctr, Dept Phys Therapy Movement & Rehabil Sci, Boston, MA 02115 USA
[2] Long Isl Univ, Hlth Sci, ADAM Ctr, Greenvale, NY 11548 USA
[3] Long Isl Univ, ADAM Ctr, Div Sports Sci, Brookville, NY USA
[4] Yale Univ, Sch Med, Dept Psychiat, Brain Funct Lab, New Haven, CT USA
关键词
Energy expenditure; Exercise; METs; Engagement; Dance; Video games; ACTIVE VIDEO GAMES; PHYSICAL-ACTIVITY; ENERGY-COST; SPINAL-CORD; EXPERIENCE; PLASTICITY; FLOW;
D O I
10.1016/j.jsams.2015.03.003
中图分类号
G8 [体育];
学科分类号
04 ; 0403 ;
摘要
Objectives: Exer-games and virtual reality offer alternative opportunities to provide neuro-rehabilitation and exercise that are fun. Our goal was to determine how effective they are in achieving motor learning goals and fitness benefits as players gain experience. Design: We employed a repeated measures design to determine changes in physical exertion and engagement with training. Methods: Fourteen healthy adults trained on the XBOX Kinect video game Dance Central using a skill based protocol to examine changes in energy expenditure (EE), heart rate (HR), METs, limb movement, game proficiency, and player engagement in initial, post-training, and transfer-testing of a full-body dance exer-game. Data were analyzed using repeated measures analysis of variance, p < 0.05. Results: Both EE, HR, and METs increased from initial (EE 4.89 +/- 1.35, HR 103 +/- 18, METs 4.25 +/- 0.72) to post-training (EE 5.92 +/- 1.25, HR 110 15, METs 5.05 0.75) and were greatest during transfer testing (EE 6.34 +/- 1.35, HR 115 +/- 17, METs 5.42 +/- 0.88, p < 0.001). Proficiency, measured by game scores, also increased from initial to post-training and transfer-testing (p < 0.002). Limb movement and player engagement remained unchanged. Conclusions: It is important to understand whether player physiological and psychophysiological responses change with continued game-play. Although Dance Central involves whole-body movement, physical exertion remained at moderate levels after training. As exer-game and virtual reality systems move from their initial novelty, research about how players react to continued involvement with a game can guide game developers to maintain a freshness through game progression that preserves the participant's attentional focus, minimizes attrition and maintains a prescribed level of energy exertion. (C) 2015 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
引用
收藏
页码:267 / 271
页数:5
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