TY - JOUR
T1 - Effects of Exergaming on College Students’ Situational Interest, Self-Efficacy, and Motion Sickness
AU - Lawrence, Madeline R.
AU - Wan, Hung I.
AU - Liu, Wenxi
AU - McDonough, Daniel J
AU - Mishra, Shivani
AU - Gao, Zan
N1 - Publisher Copyright:
© 2022 by the authors. Licensee MDPI, Basel, Switzerland.
PY - 2022/3/1
Y1 - 2022/3/1
N2 - 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.
AB - 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.
KW - College students
KW - Exergaming
KW - Motion sickness
KW - Self-efficacy
KW - Situational interest
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U2 - 10.3390/jcm11051253
DO - 10.3390/jcm11051253
M3 - Article
C2 - 35268345
AN - SCOPUS:85125057622
SN - 2077-0383
VL - 11
JO - Journal of Clinical Medicine
JF - Journal of Clinical Medicine
IS - 5
M1 - 1253
ER -