Shaw Bronner1, Russell Pinsker2, Rutika Naik3, J Adam Noah4. 1. ADAM Center, Dept. of Physical Therapy, Movement and Rehabilitation Sciences, Northeastern University, USA. Electronic address: shaw.bronner@gmail.com. 2. ADAM Center, Health Sciences, Long Island University, USA. 3. ADAM Center, Division of Sports Sciences, Long Island University, USA. 4. Brain Function Laboratory, Department of Psychiatry, Yale University School of Medicine, USA.
Abstract
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.
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.
Authors: Beth C Bock; Shira I Dunsiger; Joseph T Ciccolo; Eva R Serber; Wen-Chih Wu; Marie Sillice; Bess H Marcus Journal: Health Psychol Date: 2019-09-12 Impact factor: 4.267
Authors: Luka Šlosar; Eling D de Bruin; Eduardo Bodnariuc Fontes; Matej Plevnik; Rado Pisot; Bostjan Simunic; Uros Marusic Journal: Front Psychol Date: 2021-03-15