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Effects of Exergaming on College Students’ Situational Interest, Self-Efficacy, and Motion Sickness

Objective: Given the low levels of physical activity (PA) among U.S. college students, the use of exergaming as a supplement to traditional exercise may promote higher levels of motivation and PA. Therefore, this study’s purpose was to examine the effect of two different exergames on college student...

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Autores principales: Lawrence, Madeline R., Wan, Hung-I, Liu, Wenxi, McDonough, Daniel J., Mishra, Shivani, Gao, Zan
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8911363/
https://www.ncbi.nlm.nih.gov/pubmed/35268345
http://dx.doi.org/10.3390/jcm11051253
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author Lawrence, Madeline R.
Wan, Hung-I
Liu, Wenxi
McDonough, Daniel J.
Mishra, Shivani
Gao, Zan
author_facet Lawrence, Madeline R.
Wan, Hung-I
Liu, Wenxi
McDonough, Daniel J.
Mishra, Shivani
Gao, Zan
author_sort Lawrence, Madeline R.
collection PubMed
description Objective: Given the low levels of physical activity (PA) among U.S. college students, the use of exergaming as a supplement to traditional exercise may promote higher levels of motivation and PA. Therefore, this study’s purpose was to examine the effect of two different exergames on college students’ situational interest (SI), self-efficacy (SE), and equilibrium change (EQC) compared to traditional treadmill walking. Methods: Sixty college students (30 female; M(age) = 23.6 ± 4.1 years; M(BMI) = 23.9 ± 4.0 kg/m(2)) participated in three separate 20 min exercise sessions: (1) Xbox 360 Kinect Just Dance; (2) Xbox 360 Kinect Reflex Ridge; and (3) traditional treadmill walking at 4.0 mph. Participants’ SI, SE, and EQC were measured after each session using a series of validated surveys. Results: A mixed model analysis of covariance (ANCOVA) with repeated measures evaluated mean differences between exercise sessions for all outcomes. Significant main effects were observed between the three exercise sessions (all p < 0.01). Specifically, Just Dance and Reflex Ridge sessions yielded significantly higher SI scores than treadmill exercise, F (10, 49) = 54.61, p < 0.01, η(2) = 0.92. In addition, participants experienced significantly lower EQC in Reflex Ridge than in treadmill exercise, F (2, 58) = 4.26, p = 0.02, η(2) = 0.13. No differences were identified for SE. Conclusion: The integration of exergaming into traditional exercise routines may help to promote higher levels of SI but not SE amongst college students. RR exergaming also demonstrated low EQC as compared to traditional exercise. Experimental study designs are warranted to provide additional evidence on the efficacy of exergaming.
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spelling pubmed-89113632022-03-11 Effects of Exergaming on College Students’ Situational Interest, Self-Efficacy, and Motion Sickness Lawrence, Madeline R. Wan, Hung-I Liu, Wenxi McDonough, Daniel J. Mishra, Shivani Gao, Zan J Clin Med Article Objective: Given the low levels of physical activity (PA) among U.S. college students, the use of exergaming as a supplement to traditional exercise may promote higher levels of motivation and PA. Therefore, this study’s purpose was to examine the effect of two different exergames on college students’ situational interest (SI), self-efficacy (SE), and equilibrium change (EQC) compared to traditional treadmill walking. Methods: Sixty college students (30 female; M(age) = 23.6 ± 4.1 years; M(BMI) = 23.9 ± 4.0 kg/m(2)) participated in three separate 20 min exercise sessions: (1) Xbox 360 Kinect Just Dance; (2) Xbox 360 Kinect Reflex Ridge; and (3) traditional treadmill walking at 4.0 mph. Participants’ SI, SE, and EQC were measured after each session using a series of validated surveys. Results: A mixed model analysis of covariance (ANCOVA) with repeated measures evaluated mean differences between exercise sessions for all outcomes. Significant main effects were observed between the three exercise sessions (all p < 0.01). Specifically, Just Dance and Reflex Ridge sessions yielded significantly higher SI scores than treadmill exercise, F (10, 49) = 54.61, p < 0.01, η(2) = 0.92. In addition, participants experienced significantly lower EQC in Reflex Ridge than in treadmill exercise, F (2, 58) = 4.26, p = 0.02, η(2) = 0.13. No differences were identified for SE. Conclusion: The integration of exergaming into traditional exercise routines may help to promote higher levels of SI but not SE amongst college students. RR exergaming also demonstrated low EQC as compared to traditional exercise. Experimental study designs are warranted to provide additional evidence on the efficacy of exergaming. MDPI 2022-02-25 /pmc/articles/PMC8911363/ /pubmed/35268345 http://dx.doi.org/10.3390/jcm11051253 Text en © 2022 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Lawrence, Madeline R.
Wan, Hung-I
Liu, Wenxi
McDonough, Daniel J.
Mishra, Shivani
Gao, Zan
Effects of Exergaming on College Students’ Situational Interest, Self-Efficacy, and Motion Sickness
title Effects of Exergaming on College Students’ Situational Interest, Self-Efficacy, and Motion Sickness
title_full Effects of Exergaming on College Students’ Situational Interest, Self-Efficacy, and Motion Sickness
title_fullStr Effects of Exergaming on College Students’ Situational Interest, Self-Efficacy, and Motion Sickness
title_full_unstemmed Effects of Exergaming on College Students’ Situational Interest, Self-Efficacy, and Motion Sickness
title_short Effects of Exergaming on College Students’ Situational Interest, Self-Efficacy, and Motion Sickness
title_sort effects of exergaming on college students’ situational interest, self-efficacy, and motion sickness
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8911363/
https://www.ncbi.nlm.nih.gov/pubmed/35268345
http://dx.doi.org/10.3390/jcm11051253
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