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Active Fantasy Sports: Rationale and Feasibility of Leveraging Online Fantasy Sports to Promote Physical Activity

机译:活跃的幻想体育:利用在线幻想体育促进体育锻炼的理由和可行性

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Background The popularity of active video games (AVGs) has skyrocketed over the last decade. However, research suggests that the most popular AVGs, which rely on synchronous integration between players’ activity and game features, fail to promote physical activity outside of the game or for extended periods of engagement. This limitation has led researchers to consider AVGs that involve asynchronous integration of players’ ongoing physical activity with game features. Rather than build an AVG de novo, we selected an established sedentary video game uniquely well suited for the incorporation of asynchronous activity: online fantasy sports. Objective The primary aim of this study was to explore the feasibility of a new asynchronous AVG—active fantasy sports—designed to promote physical activity. Methods We conducted two pilot studies of an active fantasy sports game designed to promote physical activity. Participants wore a low cost triaxial accelerometer and participated in an online fantasy baseball (Study 1, n=9, 13-weeks) or fantasy basketball (Study 2, n=10, 17-weeks) league. Privileges within the game were made contingent on meeting weekly physical activity goals (eg, averaging 10,000 steps/day). Results Across the two studies, the feasibility of integrating physical activity contingent features and privileges into online fantasy sports games was supported. Participants found the active fantasy sports game enjoyable, as or more enjoyable than traditional (sedentary) online fantasy sports (Study 1: t 8=4.43, P 9=2.09, P =.07). Participants in Study 1 increased their average steps/day, t 8=2.63, P 9=1.57, P =.15). In postassessment interviews, social support within the game was cited as a key motivating factor for increasing physical activity. Conclusions Preliminary evidence supports potential for the active fantasy sports system as a sustainable and scalable intervention for promoting adult physical activity.
机译:背景技术在过去的十年中,主动视频游戏(AVG)的普及率直线上升。但是,研究表明,最流行的AVG依靠玩家活动和游戏功能之间的同步集成,无法促进游戏外或长时间参与体育活动。这种局限性导致研究人员开始考虑将玩家正在进行的体育活动与游戏功能进行异步集成的AVG。我们没有建立AVG de novo,而是选择了一种非常适合整合异步活动的久坐久坐视频游戏:在线幻想体育。目的本研究的主要目的是探索旨在促进体育锻炼的新型异步AVG(主动幻想运动)的可行性。方法我们对旨在促进体育锻炼的主动幻想体育游戏进行了两项试点研究。参与者穿着低成本的三轴加速度计,并参加了在线幻想棒球(研究1,n = 9,13周)或幻想篮球(研究2,n = 10,17周)​​联赛。游戏中的特权取决于达到每周体育锻炼目标(例如,平均每天10,000个步骤)。结果在两项研究中,都支持将体育活动或有条件的特征和特权集成到在线幻想体育游戏中的可行性。参与者发现,活跃的幻想体育游戏比传统(中学)在线幻想体育更有趣(研究1:t 8 = 4.43,P 9 = 2.09,P = .07) )。研究1的参与者每天平均步数增加,t 8 = 2.63,P 9 = 1.57,P = .15)。在评估后的采访中,游戏中的社交支持被认为是增加体育锻炼的主要动力。结论初步证据表明,主动幻想运动系统具有潜力,可以作为一种可持续的,可扩展的干预措施来促进成人体育锻炼。

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