Literature DB >> 17706461

The motivation of children to play an active video game.

Marijke J M Chin A Paw1, Wietske M Jacobs, Ellen P G Vaessen, Sylvia Titze, Willem van Mechelen.   

Abstract

The purpose of this pilot study was to evaluate the effect of a weekly multiplayer class on the motivation of children aged 9-12 years to play an interactive dance simulation video game (IDSVG) at home over a period of 12 weeks. A sample of 27 children was randomly assigned to (1) a home group instructed to play the IDSVG at home; (2) a multiplayer group instructed to play the IDSVG at home and to participate in a weekly IDSVG multiplayer class. Participants were asked to play the IDSVG as often as they liked and report the playing time daily on a calendar for a 12-week period. Motivation to play was assessed by the playing duration of IDSVG in minutes and the dropout during the study. Mean age of the 16 children who completed the study was 10.6+/-0.8 years. During the 12-week intervention period, the multiplayer group played approximately twice as many minutes (901min) as the home group (376min, p=0.13). Dropout was significantly (p=0.02) lower in the multiplayer group (15%) than in the home group (64%). Our findings suggest that multiplayer classes may increase children's motivation to play interactive dance simulation video games.

Entities:  

Mesh:

Year:  2007        PMID: 17706461     DOI: 10.1016/j.jsams.2007.06.001

Source DB:  PubMed          Journal:  J Sci Med Sport        ISSN: 1878-1861            Impact factor:   4.319


  43 in total

1.  Stationary cycling exergame use among inactive children in the family home: a randomized trial.

Authors:  Ryan E Rhodes; Chris M Blanchard; Shannon S D Bredin; Mark R Beauchamp; Ralph Maddison; Darren E R Warburton
Journal:  J Behav Med       Date:  2017-06-19

2.  Efficient and Effective Change Principles in Active Videogames.

Authors:  Leon M Straker; Ashley A Fenner; Erin K Howie; Deborah L Feltz; Cindy M Gray; Amy Shirong Lu; Florian Floyd Mueller; Monique Simons; Lisa M Barnett
Journal:  Games Health J       Date:  2014-11-03

3.  Investigating the Physiological and Psychosocial Responses of Single- and Dual-Player Exergaming in Young Adults.

Authors:  Kelly A Mackintosh; Martyn Standage; Amanda E Staiano; Leanne Lester; Melitta A McNarry
Journal:  Games Health J       Date:  2016-10-26

4.  Motivating effects of cooperative exergame play for overweight and obese adolescents.

Authors:  Amanda E Staiano; Anisha A Abraham; Sandra L Calvert
Journal:  J Diabetes Sci Technol       Date:  2012-07-01

Review 5.  Disentangling Fun and Enjoyment in Exergames Using an Expanded Design, Play, Experience Framework: A Narrative Review.

Authors:  Robin Mellecker; Elizabeth J Lyons; Tom Baranowski
Journal:  Games Health J       Date:  2013-06

Review 6.  A Systematic Review of Health Videogames on Childhood Obesity Prevention and Intervention.

Authors:  Amy Shirong Lu; Hadi Kharrazi; Fardad Gharghabi; Debbe Thompson
Journal:  Games Health J       Date:  2013-06

7.  Wii Tennis Play for Low-Income African American Adolescents' Energy Expenditure.

Authors:  Amanda E Staiano; Sandra L Calvert
Journal:  Cyberpsychology (Brno)       Date:  2011-07-01

Review 8.  Better Together: Outcomes of Cooperation Versus Competition in Social Exergaming.

Authors:  Arwen M Marker; Amanda E Staiano
Journal:  Games Health J       Date:  2014-10-17

9.  Energy expenditure and enjoyment during video game play: differences by game type.

Authors:  Elizabeth J Lyons; Deborah F Tate; Dianne S Ward; J Michael Bowling; Kurt M Ribisl; Sriram Kalyararaman
Journal:  Med Sci Sports Exerc       Date:  2011-10       Impact factor: 5.411

10.  Attitudes of postmenopausal women toward interactive video dance for exercise.

Authors:  Marco Inzitari; Adam Greenlee; Rachel Hess; Subashan Perera; Stephanie A Studenski
Journal:  J Womens Health (Larchmt)       Date:  2009-08       Impact factor: 2.681

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