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Testing the effectiveness of exercise videogame bikes among families in the home-setting: A pilot study

机译:在家庭环境中测试家庭锻炼电动游戏自行车的有效性:一项试点研究

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Background: Interactive stationary bikes provide positive affective experiences and physiological benefits; however, research is limited. Methods: This study compared usage of GameBikes to traditional stationary bikes among families in the home following a 6-week randomized, controlled trial design. Parents completed questionnaires featuring constructs of the theory of planned behavior (TPB). Usage was tracked by all family members and belief elicitation with GameBike families followed the trial. Results: Usage across the trial was significantly different for children in favor of the GameBike group (t 36 = 2.61, P = .01, d = .85). No differences were identified for parents. Significant time effects for parents' (F5,48 = 5.07, P .01; η2 = .35) and children's (F5,32 = 8.24, P .01; η2 = .56) usage were found with declines across 6 weeks. Affective attitude was the only significant TPB variable between groups at both time one (t57 = 2.53, P = .01; d = .65) and follow-up (t52 = 2.70, P = .01; d = .74) in favor of the GameBike group. Elicited beliefs were primarily affective- and control-based. Conclusions: The results provide support for use of interactive video games to augment current PA initiatives. Larger-scale trials with longer durations are warranted.
机译:背景:互动式固定自行车提供积极的情感体验和生理益处;但是,研究是有限的。方法:本研究在为期6周的随机对照试验设计之后,比较了家庭中家庭中GameBikes与传统固定式自行车的使用情况。父母完成了以计划行为理论(TPB)的结构为特色的问卷。所有家庭成员都跟踪使用情况,并在试验后对GameBike家庭进行信仰启发。结果:在整个试验中,使用GameBike组的儿童的使用情况显着不同(t 36 = 2.61,P = 0.01,d = 0.85)。没有发现父母的差异。发现父母使用(F5,48 = 5.07,P <.01;η2= .35)和儿童(F5,32 = 8.24,P <.01;η2= .56)的显着时间影响在6周内呈下降趋势。情感态度是在一次(t57 = 2.53,P = .01; d = .65)和随访(t52 = 2.70,P = .01; d = .74)两组之间唯一显着的TPB变量。属于GameBike组。挑剔的信仰主要基于情感和控制。结论:结果为使用交互式视频游戏增加当前的PA计划提供了支持。较长时间的大规模试验是必要的。

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