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Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students

Active video games in fully immersive virtual reality elicit moderate-to-vigorous physical activity and improve cognitive performance in sedentary college students

作     者:Caio Victor Sousa Jungyun Hwang Romina Cabrera-Perez Austin Fernandez Aika Misawa Kelsey Newhook Amy Shirong Lu Caio Victor Sousa;Jungyun Hwang;Romina Cabrera-Perez;Austin Fernandez;Aika Misawa;Kelsey Newhook;Amy Shirong Lu

作者机构:Health Technology LabCollege of ArtsMedia and DesignBouvé College of Health SciencesNortheastern UniversityBostonMA 02115USA Department of Aging and Geriatric ResearchUniversity of FloridaGainesvilleFL 32603USA 

出 版 物:《Journal of Sport and Health Science》 (运动与健康科学(英文))

年 卷 期:2022年第11卷第2期

页      面:164-171,I0002页

核心收录:

学科分类:0402[教育学-心理学(可授教育学、理学学位)] 0403[教育学-体育学] 040203[教育学-应用心理学] 04[教育学] 1002[医学-临床医学] 1010[医学-医学技术(可授医学、理学学位)] 

基  金:supported in part by a grant from the National Institute of Diabetes and Digestive and Kidney Diseases(R01DK109316,principle investigator:ASL) by the College of Arts,Media,and Design,Bouve College of Health Sciences at Northeastern University,Boston,MA,USA 

主  题:Active video game Cognitive performance Mnemonic similarity test MVPA Virtual reality 

摘      要:Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can ***(video games in)VR(AVR),might increase immersion,game engagement,and moderate-to-vigorous PA(MVPA),thereby yielding greater exercise-related benefits,e.g.,cognitive ***:We examined the induction of MVPA via an AVR and a sedentary VR(SVR)as well as the effects of VR play on cognitive performance,which was monitored using 2 different *** of 29 sedentary college students attended three 20-min laboratory sessions(AVR,SVR,or control)in a randomized order;during the control session,they sat quietly doing nothing.A fully immersive headset was used for the 2 video game *** monitored and computed participants’PA using hip-wom accelerometers(wGT3 x-bt;ActiGraph,Pensacola,FL,USA)and a heart rate band(Polar H7;Polar,Kempele,Finland).After each session,the participants completed a mnemonic similarity test(MST)to measure recognition *** also filled out a motion sickness questionnaire and an abbreviated game experience ***:The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring *** elicited greater game experience questionnaire-assessed sensory and imaginative immersion,challenge,and positive affect than did *** mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR ***:AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR.

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