Competitive active video games: Physiological and psychological responses in children and adolescents
Impacto
Scholar |
Otros documentos de la autoría: Lison, Juan Francisco; Cebolla Marti, Ausias; Guixeres, Jaime; Álvarez Pitti, Julio; Escobar, Patricia; Bruñó, Alejandro; Lurbe Ferrer, Empar; Alcañiz, Mariano; Baños, Rosa Maria
Metadatos
Mostrar el registro completo del ítemcomunitat-uji-handle:10234/9
comunitat-uji-handle2:10234/8033
comunitat-uji-handle3:10234/8636
comunitat-uji-handle4:
INVESTIGACIONEste recurso está restringido
http://search.proquest.com/docview/1724022476/B6F47E36835B48CEPQ/1?accounti ... |
Metadatos
Título
Competitive active video games: Physiological and psychological responses in children and adolescentsAutoría
Fecha de publicación
2015Editor
PulsusISSN
1205-7088Tipo de documento
info:eu-repo/semantics/articleVersión de la editorial
http://search.proquest.com/docview/1724022476/B6F47E36835B48CEPQ/1?accountid=15297Palabras clave / Materias
Resumen
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 ... [+]
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. [-]
Publicado en
Paediatrics & Child Health20.7 (Oct 2015): 373-376.Derechos de acceso
©2015 Pulsus Group Inc. All rights reserved
http://rightsstatements.org/vocab/InC/1.0/
info:eu-repo/semantics/restrictedAccess
http://rightsstatements.org/vocab/InC/1.0/
info:eu-repo/semantics/restrictedAccess
Aparece en las colecciones
- PSB_Articles [1303]