Juan F Lisón1, Ausias Cebolla2, Jaime Guixeres3, Julio Álvarez-Pitti4, Patricia Escobar5, Alejandro Bruñó1, Empar Lurbe4, Mariano Alcañiz3, Rosa Baños6. 1. Faculty of Health Sciences, University CEU-Cardenal Herrera, Valencia; 2. Department of basic and clinical psychology and psychobiology, Universitat Jaume I, Castelló ; CIBER Fisiopatología de la Obesidad y Nutrición, Instituto de Salud Carlos III; 3. CIBER Fisiopatología de la Obesidad y Nutrición, Instituto de Salud Carlos III; ; I3BH Innovation & Research Institute on Bioengineering for Humans-Universidad Politécnica de Valencia; 4. CIBER Fisiopatología de la Obesidad y Nutrición, Instituto de Salud Carlos III; ; Obesity and Cardiovascular Risk Unit, Pediatric Department, Consorcio Hospital General Universitario, University of Valencia; 5. Department of Personality, Evaluation and Psychological Treatment, University of Valencia, Spain. 6. CIBER Fisiopatología de la Obesidad y Nutrición, Instituto de Salud Carlos III; ; Department of Personality, Evaluation and Psychological Treatment, University of Valencia, Spain.
Abstract
BACKGROUND: Recent strategies to reduce sedentary behaviour in children include replacing sedentary screen time for active video games. Active video game studies have focused principally on the metabolic consumption of a single player, with physiological and psychological responses of opponent-based multiplayer games to be further evaluated. OBJECTIVE: To determine whether adding a competitive component to playing active video games impacts physiological and psychological responses in players. METHODS: Sixty-two healthy Caucasian children and adolescents, nine to 14 years years of age, completed three conditions (8 min each) in random order: treadmill walking, and single and opponent-based Kinect active video games. Affect, arousal, rate of perceived exertion, heart rate and percentage of heart rate reserve were measured for each participant and condition. RESULTS: Kinect conditions revealed significantly higher heart rate, percentage of heart rate reserve, rate of perceived exertion and arousal when compared with treadmill walking (P<0.001). Opponent-based condition revealed lower values for the rate of perceived exertion (P=0.02) and higher affect (P=0.022) when compared with single play. CONCLUSION: Competitive active video games improved children's psychological responses (affect and rate of perceived exertion) compared with single play, providing a solution that may contribute toward improved adherence to physical activity.
BACKGROUND: Recent strategies to reduce sedentary behaviour in children include replacing sedentary screen time for active video games. Active video game studies have focused principally on the metabolic consumption of a single player, with physiological and psychological responses of opponent-based multiplayer games to be further evaluated. OBJECTIVE: To determine whether adding a competitive component to playing active video games impacts physiological and psychological responses in players. METHODS: Sixty-two healthy Caucasian children and adolescents, nine to 14 years years of age, completed three conditions (8 min each) in random order: treadmill walking, and single and opponent-based Kinect active video games. Affect, arousal, rate of perceived exertion, heart rate and percentage of heart rate reserve were measured for each participant and condition. RESULTS: Kinect conditions revealed significantly higher heart rate, percentage of heart rate reserve, rate of perceived exertion and arousal when compared with treadmill walking (P<0.001). Opponent-based condition revealed lower values for the rate of perceived exertion (P=0.02) and higher affect (P=0.022) when compared with single play. CONCLUSION: Competitive active video games improved children's psychological responses (affect and rate of perceived exertion) compared with single play, providing a solution that may contribute toward improved adherence to physical activity.
Entities:
Keywords:
Children; Physical activity; Sedentarism; Sport psychology; Video games
Authors: Remedios López-Liria; Daniel Checa-Mayordomo; Francisco Antonio Vega-Ramírez; Amelia Victoria García-Luengo; María Ángeles Valverde-Martínez; Patricia Rocamora-Pérez Journal: Sensors (Basel) Date: 2022-02-28 Impact factor: 3.576