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Competitive active video games: Physiological and psychological responses in children and adolescents
dc.contributor.author | Lison, Juan Francisco | |
dc.contributor.author | Cebolla Marti, Ausias | |
dc.contributor.author | Guixeres, Jaime | |
dc.contributor.author | Álvarez Pitti, Julio | |
dc.contributor.author | Escobar, Patricia | |
dc.contributor.author | Bruñó, Alejandro | |
dc.contributor.author | Lurbe Ferrer, Empar | |
dc.contributor.author | Alcañiz, Mariano | |
dc.contributor.author | Baños, Rosa Maria | |
dc.date.accessioned | 2016-06-07T10:47:10Z | |
dc.date.available | 2016-06-07T10:47:10Z | |
dc.date.issued | 2015 | |
dc.identifier.issn | 1205-7088 | |
dc.identifier.uri | http://hdl.handle.net/10234/160401 | |
dc.description.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. | ca_CA |
dc.format.extent | 4 p. | ca_CA |
dc.language.iso | eng | ca_CA |
dc.publisher | Pulsus | ca_CA |
dc.relation.isPartOf | Paediatrics & Child Health20.7 (Oct 2015): 373-376. | ca_CA |
dc.rights | ©2015 Pulsus Group Inc. All rights reserved | ca_CA |
dc.rights.uri | http://rightsstatements.org/vocab/InC/1.0/ | * |
dc.subject | Children | ca_CA |
dc.subject | Physical activity | ca_CA |
dc.subject | Sedentarism | ca_CA |
dc.subject | Sport psychology | ca_CA |
dc.subject | Video games | ca_CA |
dc.title | Competitive active video games: Physiological and psychological responses in children and adolescents | ca_CA |
dc.type | info:eu-repo/semantics/article | ca_CA |
dc.rights.accessRights | info:eu-repo/semantics/restrictedAccess | ca_CA |
dc.relation.publisherVersion | http://search.proquest.com/docview/1724022476/B6F47E36835B48CEPQ/1?accountid=15297 | ca_CA |
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