J Sport Health Sci
March 2022
Background: Active videogames or exergames have been used as an innovative way to promote physical activity (PA) among various populations. A player's interest in active videogames is associated with the fun and entertaining nature of the games and may trigger situational interest, thus increasing engagement. The goal of this study was to examine the impact of situational interest dimensions on college students' PA when playing the design-based bike exergame Greedy Rabbit (Vescape, Berlin, Germany).
View Article and Find Full Text PDFIdentifying the specificity of students' individual interest in physical education is necessary to capture the different facets of this construct. In contrast to existing questionnaires in education which assess the multidimensionality of individual interest, the current scale used in physical education consists of a single-item measurement which rates students' individual interest for multiple physical activities taught during lessons. Even if this single-item rating provides a basis for classifying interest relative to others, it does not provide information about the nature and internal components of individual interest.
View Article and Find Full Text PDF: Despite the benefits of commercial exergames, in the practical application, players might not be spending sufficient time in physical activity levels compatible with health outcomes. We adopted a design-based exergame approach to build a bike exergame called Greedy Rabbit. The purpose of this study was to identify the impact of Greedy Rabbit on players' physical activity metrics and situational interest.
View Article and Find Full Text PDFSituational interest (SI) has been conceptualized in physical education (PE) as a multidimensional construct including five dimensions: instant enjoyment, exploration intention, attention demand, novelty and challenge. Consistent with Ding, Sun and Chen (2013), who argued for the need 'to develop cross-culture models to examine the universality of the motivation constructs', the purpose of this study was to investigate the universality and uniqueness of students' SI by comparing three French-speaking PE contexts. Participants were 1812 secondary school students from Belgium, France, and Switzerland.
View Article and Find Full Text PDFBackground: Players may not acquire adequate levels of moderate-to-vigorous physical activity (MVPA) when playing commercial video games. This study's goal was to evaluate the effects of an exercise bike video game played by using a mobile application-based exergame that was designed exclusively to promote participants' MVPA, with additional attention paid to this game's ability to promote greater situational interest.
Methods: An experimental design was used with 163 students (aged 20.
Background: Although emerging research is demonstrating the potential health impact of exergaming, investigations have primarily been conducted in laboratory settings among small samples with short-term interventions. Information on the effectiveness of exergaming in underserved children's objective physical activity (PA) in population-based settings is also scarce. Moreover, most empirical studies have only included 1 type of exergame in the intervention.
View Article and Find Full Text PDFObjective: "Dance Dance Revolution" (DDR) (Konami Digital Entertainment, Inc., El Segundo, CA) has been recognized as an innovative approach to promote children's physical activity (PA). Previous works have described children's body mass index (BMI) status by group, but no studies have determined PA by category of BMI (underweight, normal weight, overweight, or obese).
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