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Exergaming: Feels good despite working harder
Strategies to encourage exercise have led to research on cycle ergometer ‘exergaming’, as a means of enhancing exercise enjoyment. This research has typically prescribed the exercise intensity and used one exercise mode. The aim of this study was to compare self-selected exercise intensity on a cycl...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2017
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5653295/ https://www.ncbi.nlm.nih.gov/pubmed/29059227 http://dx.doi.org/10.1371/journal.pone.0186526 |
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author | Glen, Kate Eston, Roger Loetscher, Tobias Parfitt, Gaynor |
author_facet | Glen, Kate Eston, Roger Loetscher, Tobias Parfitt, Gaynor |
author_sort | Glen, Kate |
collection | PubMed |
description | Strategies to encourage exercise have led to research on cycle ergometer ‘exergaming’, as a means of enhancing exercise enjoyment. This research has typically prescribed the exercise intensity and used one exercise mode. The aim of this study was to compare self-selected exercise intensity on a cycle ergometer with and without exergaming modes activated. A total of 20 participants aged between 18–40 years (M = 24.2 ± 5.9) completed a sub-maximal exercise test. Participants returned two days later to complete one 45 minute session of self-selected exercise with 15 minutes in each of ‘control’ (standard ergometer), ‘track’, and ‘game’ modes, with order randomized. Heart rate, work rate, perceived exertion, and affective valence were recorded during exercise. Dissociation and enjoyment were recorded in the rest interval between each mode. Participants exercised above ventilatory threshold (VT) in all three modes (track, M = 9.5 ± 12%; game, M = 6.2 ± 12%; and control, M = 4.4 ± 14% above VT) and at higher work rates (P < 0.05) exergaming (track, M = 94.5 ± 27.9; game, M = 96.2 ± 32.8 watts) than control (M = 86.6 ± 26.5 watts). Despite exercising at a higher intensity, participants perceived exercise during the exergaming modes to be most pleasant (P < 0.01), with greater enjoyment (P < 0.01) and dissociation (P < 0.01) in the game than track mode, and both modes higher on these variables than the control mode. Findings support the use of exergaming as a strategy to encourage individuals to exercise, with participants choosing to work harder physiologically, but reporting more positive psychological responses during and following the exercise. |
format | Online Article Text |
id | pubmed-5653295 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2017 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-56532952017-11-08 Exergaming: Feels good despite working harder Glen, Kate Eston, Roger Loetscher, Tobias Parfitt, Gaynor PLoS One Research Article Strategies to encourage exercise have led to research on cycle ergometer ‘exergaming’, as a means of enhancing exercise enjoyment. This research has typically prescribed the exercise intensity and used one exercise mode. The aim of this study was to compare self-selected exercise intensity on a cycle ergometer with and without exergaming modes activated. A total of 20 participants aged between 18–40 years (M = 24.2 ± 5.9) completed a sub-maximal exercise test. Participants returned two days later to complete one 45 minute session of self-selected exercise with 15 minutes in each of ‘control’ (standard ergometer), ‘track’, and ‘game’ modes, with order randomized. Heart rate, work rate, perceived exertion, and affective valence were recorded during exercise. Dissociation and enjoyment were recorded in the rest interval between each mode. Participants exercised above ventilatory threshold (VT) in all three modes (track, M = 9.5 ± 12%; game, M = 6.2 ± 12%; and control, M = 4.4 ± 14% above VT) and at higher work rates (P < 0.05) exergaming (track, M = 94.5 ± 27.9; game, M = 96.2 ± 32.8 watts) than control (M = 86.6 ± 26.5 watts). Despite exercising at a higher intensity, participants perceived exercise during the exergaming modes to be most pleasant (P < 0.01), with greater enjoyment (P < 0.01) and dissociation (P < 0.01) in the game than track mode, and both modes higher on these variables than the control mode. Findings support the use of exergaming as a strategy to encourage individuals to exercise, with participants choosing to work harder physiologically, but reporting more positive psychological responses during and following the exercise. Public Library of Science 2017-10-23 /pmc/articles/PMC5653295/ /pubmed/29059227 http://dx.doi.org/10.1371/journal.pone.0186526 Text en © 2017 Glen et al http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Research Article Glen, Kate Eston, Roger Loetscher, Tobias Parfitt, Gaynor Exergaming: Feels good despite working harder |
title | Exergaming: Feels good despite working harder |
title_full | Exergaming: Feels good despite working harder |
title_fullStr | Exergaming: Feels good despite working harder |
title_full_unstemmed | Exergaming: Feels good despite working harder |
title_short | Exergaming: Feels good despite working harder |
title_sort | exergaming: feels good despite working harder |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5653295/ https://www.ncbi.nlm.nih.gov/pubmed/29059227 http://dx.doi.org/10.1371/journal.pone.0186526 |
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