Gearing Up for the Future of Exercise
Rory McGloin,
Kimberly Embacher-Martin,
Christine Gilbert and
Jaci VanHeest
Simulation & Gaming, 2020, vol. 51, issue 6, 819-829
Abstract:
Background Exergames —which combine physical activity with elements of virtual interaction (e.g., “ cyber-cycling †)—come in a wide range of styles and with an array of structural and environmental characteristics that are likely to influence a user’s experience, including their overall enjoyment . Aim The aim of the current study was thus to compare adolescents’ experience of flow and enjoyment across two cyber-cycling sessions that featured two unique styles of cycling exergames . Method Eighty-eight participants aged 11-13 participated in two cyber-cycling sessions spaced one week apart. Participants engaged in two unique conditions, one virtual game featuring the collection of coins to earn points and one a virtual simulation of an outdoor trail ride. The order of condition delivery was randomly selected. Results Participants reported experiencing greater flow and enjoyment when the cyber-cycling session was centered on a virtual gaming experience. Conclusion Adolescents find greater enjoyment from exergames that feature traditional gaming characteristics and features. Implications for the design and sustained adoption of exergames for adolescents are discussed.
Keywords: cyber-cycling; exergaming; physical activity; flow; enjoyment; adolescents (search for similar items in EconPapers)
Date: 2020
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Citations: View citations in EconPapers (1)
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Persistent link: https://EconPapers.repec.org/RePEc:sae:simgam:v:51:y:2020:i:6:p:819-829
DOI: 10.1177/1046878120943253
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