The motivation of children to play an active video game

被引:119
|
作者
Paw, Marijke J. M. Chin A. [1 ,3 ]
Jacobs, Wietske M. [1 ]
Vaessen, Ellen P. G. [1 ]
Titze, Sylvia [2 ]
van Mechelen, Willem [1 ,3 ]
机构
[1] Vrije Univ Amsterdam Med Ctr, Dept Publ & Occupat Hlth, EMGO Inst, Amsterdam, Netherlands
[2] Graz Univ, Inst Sport Sci, Graz, Austria
[3] TNO VU Univ Med Ctr, Res Ctr Phys Activ Work & Hlth, Amsterdam, Netherlands
关键词
dance simulation video; physical activity; intervention; youth;
D O I
10.1016/j.jsams.2007.06.001
中图分类号
G8 [体育];
学科分类号
04 ; 0403 ;
摘要
The purpose of this pilot study was to evaluate the effect of a weekly multiplayer class on the motivation of children aged 9-12 years to play an interactive dance simulation video game (IDSVG) at home over a period of 12 weeks. A sample of 27 children was randomly assigned to (1) a home group instructed to play the IDSVG at home; (2) a multiplayer group instructed to play the IDSVG at home and to participate in a weekly IDSVG multiplayer class. Participants were asked to play the IDSVG as often as they liked and report the playing time daily on a calendar for a 12-week period. Motivation to play was assessed by the playing duration of IDSVG in minutes and the dropout during the study. Mean age of the 16 children who completed the study was 10.6 +/- 0.8 years. During the 12-week intervention period, the multiplayer group played approximately twice as many minutes (901 min) as the home group (376 min, p=0.13). Dropout was significantly (p=0.02) lower in the multiplayer group (15%) than in the home group (64%). Our findings suggest that multiplayer classes may increase children's motivation to play interactive dance simulation video games. (c) 2007 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
引用
收藏
页码:163 / 166
页数:4
相关论文
共 50 条
  • [41] DEVELOPMENT AND USE OF AN OBSERVATION TOOL FOR ACTIVE GAMING AND MOVEMENT (OTAGM) TO MEASURE CHILDREN'S MOVEMENT SKILL COMPONENTS DURING ACTIVE VIDEO GAME PLAY
    Rosa, Rita L.
    Ridgers, Nicola D.
    Barnett, Lisa M.
    [J]. PERCEPTUAL AND MOTOR SKILLS, 2013, 117 (03) : 935 - 949
  • [42] Learning from Video Game: A Study of Video Game Play on Problem-Solving-
    Zhang, Xue-Min
    Shen, Zijiao
    Luo, Xin
    Su, Chunhui
    Wang, Jiaqi
    [J]. ADVANCED DATA MINING AND APPLICATIONS, PROCEEDINGS, 2009, 5678 : 772 - +
  • [43] Impact of an Active Video Game on Healthy Children's Physical Activity
    Baranowski, Tom
    Abdelsamad, Dina
    Baranowski, Janice
    O'Connor, Teresia Margareta
    Thompson, Debbe
    Barnett, Anthony
    Cerin, Ester
    Chen, Tzu-An
    [J]. PEDIATRICS, 2012, 129 (03) : E636 - E642
  • [44] Active video game training benefits' in asthmatic children: Pilot study
    Gomes, Evelim
    Sampaio, Luciana
    Regueiro, Eloisa
    Costa, Dirceu
    [J]. EUROPEAN RESPIRATORY JOURNAL, 2013, 42
  • [45] The Active Video Game Paradox
    Kirk, Sam
    Manley, Andrew J.
    [J]. INTERNATIONAL JOURNAL OF SERIOUS GAMES, 2020, 7 (01): : 3 - 21
  • [46] From the Playroom to the Classroom: Children's Views of Video Game Play and Academic Learning
    Blumberg, Fran C.
    Altschuler, Elizabeth
    [J]. CHILD DEVELOPMENT PERSPECTIVES, 2011, 5 (02) : 99 - 103
  • [47] Exploring children's movement characteristics during virtual reality video game play
    Levac, Danielle
    Pierrynowski, Michael R.
    Canestraro, Melissa
    Gurr, Lindsay
    Leonard, Laurean
    Neeley, Christyann
    [J]. HUMAN MOVEMENT SCIENCE, 2010, 29 (06) : 1023 - 1038
  • [48] Video game play in British and Japanese adolescents
    Colwell, John
    Kato, Makiko
    [J]. SIMULATION & GAMING, 2005, 36 (04) : 518 - 530
  • [49] Mindfulness and Video Game Play: A Preliminary Inquiry
    Gackenbach J.
    Bown J.
    [J]. Mindfulness, 2011, 2 (2) : 114 - 122
  • [50] Understanding Children's Choices and Cognition in Video Game Play A Synthesis of Three Studies
    Hamlen, Karla R.
    [J]. ZEITSCHRIFT FUR PSYCHOLOGIE-JOURNAL OF PSYCHOLOGY, 2013, 221 (02): : 107 - 114