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1.
J Strength Cond Res ; 34(9): 2434-2442, 2020 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-32732774

RESUMO

Feltz, DL, Hill, CR, Samendinger, S, Myers, ND, Pivarnik, JM, Winn, B, Ede, A, and Ploutz-Snyder, L. Can simulated partners boost workout effort in long-term exercise? J Strength Cond Res 34(9): 2434-2442, 2020-We tested whether exercising with a stronger simulated (i.e., software-generated) partner leads to greater work effort compared to exercising alone, to help those seeking to maintain or improve fitness levels with long-term high-intensity training, but who find it necessary or practical to exercise in social isolation. Forty-one middle-aged adults, who participated in at least 30 minutes of vigorous exercise 3x·wk, trained on a cycle ergometer 6 days per week for 24 weeks in an alternating regimen of moderate-intensity 30-minute continuous and 3 types of high-intensity interval sessions (8 × 30-second sprints, 6 × 2-minute ladders, and 4 × 4-minute intervals). They were assigned either no partner (control), an always superior partner, or a not always superior partner. Participants varied cycle power output to increase or decrease session intensity during the repeated moderate-intensity sessions (30-minute continuous) and 1 of the 3 high-intensity sessions (4 × 4-minute intervals). Changes in intensity were used as a measure of effort motivation over time. Nested multilevel models of effort trajectory were developed and alpha was set to 0.05. For continuous and interval sessions, effort trajectory was positive and significant for those with an always superior partner, but not significantly different from control. Within interval sessions, those with an always superior partner significantly increased effort in the fourth interval compared to control (p = 0.02). Exercising with an always superior partner leads to greater work efforts during the hardest interval training compared to exercising alone.


Assuntos
Ciclismo/fisiologia , Treinamento Intervalado de Alta Intensidade/métodos , Realidade Virtual , Adulto , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Motivação , Consumo de Oxigênio
2.
Psychol Sport Exerc ; 32: 131-137, 2017 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-29200958

RESUMO

OBJECTIVES: This study explored the Köhler motivation gain effect utilizing adults and software-generated partners (SGPs) during an abdominal exercise regimen and compared the type of participant-SGP introductory dialogue as a moderator. The Köhler effect applies interdependent team dynamics in which group performance is dependent upon the weaker member. The third objective was to examine if this motivation paradigm would result in adverse consequences to secondary variables: exertion, enjoyment, and self-efficacy beliefs. DESIGN: Adults (Mage = 38.8 +/- 7.7) were randomly assigned to 1 of 3 conditions: Interactive Partner SGP (IP), Linear Dialogue Partner SGP (LDP), or individual control (IC), to complete a series of abdominal exercises. The experiment used a 3 (condition) x 2 (gender) ANCOVA design, with a baseline block of exercises as a covariate. METHOD: Participants completed abdominal exercises individually and, after a rest, repeated the same exercises with either an SGP programmed to be moderately stronger or individually (IC). Prior to the second exercise block, IP participants interacted with the SGP using a dialog tree optional-response format. The LDP participant introduction was a linear, scripted exchange of basic information. RESULTS: The LDP and IP conditions persisted significantly longer than IC, generating moderate effect sizes (d = .62; d = .76). The mean difference between partnered conditions was not significant. CONCLUSIONS: The Köhler motivation exercise paradigm resulted in a considerable increase in persistence (Madj = 28.9, SE = 10.6) in the first study to use middle-aged adults with superior SGPs. Differences between introductory dialogue methods were not significant.

3.
J Sport Health Sci ; 8(3): 289-297, 2019 May.
Artigo em Inglês | MEDLINE | ID: mdl-31193273

RESUMO

BACKGROUND: The effect of the Köhler group dynamics paradigm (i.e., working together with a more capable partner where one's performance is indispensable to the team outcome) has been shown to increase motivation to exercise longer at a strength task in partnered exercise video games (exergames) using a software-generated partner (SGP). However, the effect on exercise intensity with an SGP has not been investigated. The purpose of this study was to examine the motivation to maintain or increase exercise intensity among healthy, physically active middle-aged adults using an SGP in an aerobic exergame. METHODS: Participants (n = 85, mean age = 44.9 years) exercised with an SGP in a 6-day cycle ergometer protocol, randomly assigned to either (a) no partner control, (b) superior SGP who was not a teammate, or (c) superior SGP as a teammate (team score was dependent on the inferior member). The protocol alternated between 30-min continuous and 4-min interval high-intensity session days, during which participants could change cycle power output (watts) from target intensity to alter distance and speed. RESULTS: Mean change in watts from a targeted intensity (75% and 90% maximum heart rate) was the primary dependent variable reflecting motivational effort. Increases in performance over baseline were demonstrated without significant differences between conditions. Self-efficacy and enjoyment were significantly related to effort in the more intense interval sessions. CONCLUSION: Under these conditions, no Köhler effect was observed. Exercise performance during the higher-intensity interval format is more closely related to enjoyment and self-efficacy beliefs compared to the continuous sessions.

4.
J Nutr Educ Behav ; 40(1): 3-10, 2008.
Artigo em Inglês | MEDLINE | ID: mdl-18174098

RESUMO

OBJECTIVE: To examine the effectiveness of three modalities for delivery of nutrition education. DESIGN: Between-subjects, repeated-measures design. SETTING: Data were collected at community agencies or during home visits. PARTICIPANTS: Low-income, European American and African American mothers (N = 155). INTERVENTION: Participants were exposed to nutrition education material in 1 of 3 modalities (a computer game, The Fantastic Food Challenge; Web site; or pamphlet). Likeability, nutrition knowledge, intention to use, and demographic measures followed the intervention at T1 and T2. MAIN OUTCOME MEASURES: 5-point Likert-type scales measured likeability (5 items), and 33 multiple-choice questions measured knowledge. ANALYSIS: Data were analyzed using analysis of variance (ANOVA) and analysis of covariance (ANCOVA) procedures using SPSS version 15.0 (SPSS Inc., Chicago, IL) software, P < .05. RESULTS: Overall, the Web site was liked more than the other conditions with this audience of women. Significant differences in attention, understanding, and intent to use the information existed across modalities. The Web site performed better than other modalities on knowledge outcomes, with no differences in knowledge retention from T1 to T2. CONCLUSIONS AND IMPLICATIONS: The Web site modality performed best with this audience of women, indicating that interactive computer games may not confer greater benefits than traditional modes of information delivery for all audiences, particularly those with low computer skills.


Assuntos
Informação de Saúde ao Consumidor/normas , Promoção da Saúde/métodos , Internet/estatística & dados numéricos , Mães/educação , Fenômenos Fisiológicos da Nutrição/fisiologia , Folhetos , Avaliação de Programas e Projetos de Saúde/métodos , Materiais de Ensino/normas , Jogos de Vídeo/estatística & dados numéricos , Adolescente , Adulto , Negro ou Afro-Americano/educação , Análise de Variância , Informação de Saúde ao Consumidor/métodos , Europa (Continente)/etnologia , Feminino , Conhecimentos, Atitudes e Prática em Saúde , Humanos , Michigan , Pessoa de Meia-Idade , Pobreza/etnologia , Inquéritos e Questionários , Populações Vulneráveis
5.
Games Health J ; 7(4): 240-245, 2018 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-29958003

RESUMO

OBJECTIVE: We examined how competing with a software-generated partner (SGP) against another human/virtual partner team, in an exercise video game (exergame), affects individual motivation as measured by effort. MATERIALS AND METHODS: Participants (n = 90; 49 female; Mage = 19.93 ± 1.48) were randomly assigned to one of three conditions: individual control (IC); conjunctive partner, no competition (PNC); or conjunctive partner, with competition (PWC). Participants performed the first series of exercises alone. After resting, those in the partnered conditions performed the remaining trials with a same-sex SGP. Those in the PWC condition were told that they and their virtual partner would be competing against another human-virtual partner team. RESULTS: A significant motivation gain was observed in both partnered conditions compared to control (P < 0.001), but the partnered groups did not differ significantly. However, participants in the PWC condition enjoyed the task significantly (P < 0.05) more than those in the PNC and IC conditions and the PWC participants identified more with the SGP as a teammate than the PNC participants. CONCLUSIONS: Altogether, intergroup competition with an SGP may be an enjoyable way to enhance motivation and performance while exercising.


Assuntos
Comportamento Competitivo , Exercício Físico/psicologia , Processos Grupais , Relações Interpessoais , Motivação , Jogos de Vídeo , Adolescente , Adulto , Feminino , Humanos , Masculino , Adulto Jovem
6.
Games Health J ; 5(4): 252-7, 2016 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-27259090

RESUMO

OBJECTIVE: Research on active videogames (AVGs) has demonstrated the motivation-boosting power of the Köhler effect (a motivating force for "weak links" in groups based on group principles of upward social comparison and indispensability) with software-generated partners (SGPs), but the effect has yet to be examined over time. We tested the viability of the Köhler effect in an AVG with an SGP over 12 exercise sessions using a cycle ergometer and whether a fatiguing partner (FP) could further boost the effect. MATERIALS AND METHODS: A repeated-measures design was used to assess mean changes in exercise persistence over time. Participants were randomly assigned to one of three game conditions: AVG alone (individual-control [IC]), AVG with a consistently superior partner (CSP), or AVG with a superior partner who showed signs of fatigue (FP). Assessments were conducted on 82 participants (42 college students and 40 adults from the community) in a laboratory over 12 experimental sessions. The main outcome measure was exercise persistence (minutes of gameplay cycling at 75% HRmax). RESULTS: Data yielded significant improvements in exercise duration for men in the FP condition when compared with men in the IC condition (Mdiff = 12:32 minutes, SEdiff = 4:54). Women showed no change in exercise persistence over time and no condition differences. CONCLUSION: Exercising in an AVG with a superior SGP, who shows signs of fatigue over time, improved exercise persistence for men but not for women under present experimental conditions.


Assuntos
Exercício Físico/psicologia , Fadiga/psicologia , Motivação , Comportamento Social , Adolescente , Adulto , Comportamento Competitivo , Ergometria , Feminino , Humanos , Masculino , Prazer , Fatores Sexuais , Estudantes
7.
BMC Psychol ; 4(1): 54, 2016 Nov 14.
Artigo em Inglês | MEDLINE | ID: mdl-27842603

RESUMO

BACKGROUND: Astronauts may have difficulty adhering to exercise regimens at vigorous intensity levels during long space missions. Vigorous exercise is important for aerobic and musculoskeletal health during space missions and afterwards. A key impediment to maintaining vigorous exercise is motivation. Finding ways to motivate astronauts to exercise at levels necessary to mitigate reductions in musculoskeletal health and aerobic capacity have not been explored. The focus of Simulated Partners and Collaborative Exercise (SPACE) is to use recently documented motivation gains in task groups to heighten the exercise experience for participants, similar in age and fitness to astronauts, for vigorous exercise over a 6-month exercise regimen. A secondary focus is to determine the most effective features in simulated exercise partners for enhancing enjoyment, self-efficacy, and social connectedness. The aims of the project are to (1) Create software-generated (SG) exercise partners and interface software with a cycle ergometer; (2) Pilot test design features of SG partners within a video exercise game (exergame), and (3) Test whether exercising with an SG partner over 24-week time period, compared to exercising alone, leads to greater work effort, aerobic capacity, muscle strength, exercise adherence, and enhanced psychological parameters. METHODS/DESIGN: This study was approved by the Institutional Review Board (IRB). Chronic exercisers, between the ages 30 and 62, were asked to exercise on a cycle ergometer 6 days per week for 24 weeks using a routine consisting of alternating between moderate-intensity continuous and high-intensity interval sessions. Participants were assigned to one of three conditions: no partner (control), always faster SG partner, or SG partner who was not always faster. Participants were told they could vary cycle ergometer output to increase or decrease intensity during the sessions. Mean change in cycle ergometer power (watts) from the initial continuous and 4 min. interval sessions was the primary dependent variable reflecting work effort. Measures of physiological, strength, and psychological parameters were also taken. DISCUSSION: This paper describes the rationale, development, and methods of the SPACE exergame. We believe this will be a viable intervention that can be disseminated for astronaut use and adapted for use by other populations.


Assuntos
Astronautas/psicologia , Exercício Físico/psicologia , Motivação , Adulto , Ergometria , Tolerância ao Exercício , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Força Muscular , Esforço Físico , Projetos de Pesquisa , Software , Jogos de Vídeo
8.
Health Psychol ; 34S: 1229-39, 2015 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-26651464

RESUMO

OBJECTIVE: Active video games (AVGs) transform the sedentary screen time of video gaming into active screen time and have great potential to serve as a "gateway" tool to a more active lifestyle for the least active individuals. This pilot randomized trial was conducted to explore the potential of theory-guided active video games in increasing moderate-to-vigorous physical activity (MVPA) among young adults. METHOD: In this pilot 4-week intervention, participants were randomly assigned to 1 of the following groups: an AVG group with all the self determination theory (SDT)-based game features turned off, an AVG group with all the SDT-based game features turned on, a passive gameplay group with all the SDT-based game features turned on, and a control group. Physical activity was measured using ActiGraph GT3X accelerometers. Other outcomes included attendance and perceived need satisfaction of autonomy, competence and relatedness. RESULTS: It was found that playing the self-determination theory supported AVG resulted in greater MVPA compared with the control group immediately postintervention. The AVG with the theory-supported features also resulted in greater attendance and psychological need satisfaction than the non-theory-supported one. CONCLUSION: An AVG designed with motivation theory informed features positively impacted attendance and MVPA immediately postintervention, suggesting that including AVG features guided with motivation theory may be a method of addressing common problems with adherence and increasing effectiveness of active gaming.


Assuntos
Exercício Físico/fisiologia , Atividade Motora/fisiologia , Autonomia Pessoal , Jogos de Vídeo , Adolescente , Adulto , Exercício Físico/psicologia , Feminino , Humanos , Masculino , Percepção/fisiologia , Projetos Piloto , Comportamento Sedentário , Jogos de Vídeo/psicologia , Adulto Jovem
9.
J Palliat Med ; 6(5): 841-50, 2003 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-14622471

RESUMO

There are relatively few comprehensive and empowering educational tools to assist people with terminal illness in addressing important end-of-life issues. Identifying this scarcity, a design team of health and multimedia professionals created an interactive, educational CD-ROM entitled Completing a Life. The primary goal of the project was to provide rich content in a style that was easy to access, understand, and use. The interactive medium of the CD-ROM enabled a large amount and wide array of material to be presented in manageable segments. These segments are connected by hyperlinks, providing self-guided control over the selection, pace, and order of material. The CD puts the learning experience in the hands of the learner. The format and design is also intended to generate a sense of empowerment, at a time and around issues often associated with a loss of control. Completing a Life covers a wide range of information for the user to choose from, spanning physical, emotional, family, and spiritual issues. A calm and comforting tone and welcoming environment enhances the users' ability to take in the information and make proactive decisions about his/her own well-being and care. The CD contains video narratives of individuals who tell their own stories of living with terminal illness. In addition to being a highly relevant means of conveying sensitive, health-related information, this collection of personal interviews may offer a form of "virtual support group" for the user. Finally, the interactive format allows stories and informational content to be linked in topic-specific ways that complement one another.


Assuntos
CD-ROM , Saúde da Família , Educação de Pacientes como Assunto , Doente Terminal , Humanos , Software , Interface Usuário-Computador
10.
Games Health J ; 3(2): 67-71, 2014 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-26196046

RESUMO

OBJECTIVE: With the expanded genres of active videogames, one inevitably raises the question of whether it is worthwhile to use active videogames to promote physical activity if games involve violent themes. The purpose of the current study was to explore the effects of contextual cues of violence in an active videogame on (1) state hostility, (2) perceived arousal, (3) game enjoyment, (4) perceived effort in the game, and (5) activity intensity in the game. MATERIALS AND METHODS: A one-factor between-subjects experiment with three conditions (minimal, moderate, and extreme contextual cues of violence) of playing an in-house-developed active videogame was conducted. Activity intensity was objectively measured using the ActiGraph (Pensacola, FL) model GT3X accelerometer. Psychological outcomes were measured using established scales. RESULTS: We did not find that the level of contextual cues of violence had any effect on the outcome variables, although the moderate level of contextual cues of violence resulted in a greater amount of feeling mean (P=0.011) and unsociable (P=0.038) among the players immediately after gameplay than players in the minimal contextual cues of violence condition. We did not find any statistically significant difference among the three conditions in terms of enjoyment, perceived arousal, or activity intensity. CONCLUSIONS: This study empirically examined the effects of contextual cues of violence in active videogames on player hostility, arousal, and enjoyment after gameplay as well as their physical activity intensity during gameplay. These findings provide some initial evidence to guide active videogame designers and researchers on how to design the games to be more engaging and thus elicit more activities among the players.

11.
Games Health J ; 3(2): 98-105, 2014 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-26196051

RESUMO

OBJECTIVE: Although exergames are popular, few people take advantage of the potential of group dynamics to motivate play (and achieve associated health benefits). One motivation gain phenomenon has shown promise for motivating greater effort in partnered exergames: The Köhler effect (working at a task with a more capable partner where one's performance is indispensable to the group). This article examines whether a Köhler effect can be demonstrated in an exergame by exercising with a moderately superior humanoid, software-generated partner. MATERIALS AND METHODS: Male and female (n=120; mean age, 19.41 years) college students completed a series of plank exercises using "CyBuddy Exercise," a program developed specifically for this study. In a lab in an academic building, participants completed the exercises individually and, after a rest, were randomly assigned to complete the same exercises again, but with a "live" human partner (HP) presented virtually, a nearly-human-like, humanoid partner (NHP), a hardly human-like, software-generated partner (HHP), or a no-partner control condition (IC), with equal numbers in each group (i.e., n=30). Exercise persistence, perceived exertion, self-efficacy beliefs, enjoyment, and intentions to exercise were recorded and analyzed. RESULTS: A 4×2 analysis of variance on the (Block 2 - Block 1) difference scores showed that a significant Köhler motivation gain was observed in all partner conditions (compared with IC), but persistence was significantly greater with HPs than with either NHP or HHP humanoid partners (P<0.05). By the conclusion of the study, there were no significant differences among the partnered conditions in perceived exertion, self-efficacy, enjoyment, or future intentions to exercise. CONCLUSIONS: These results suggest that a software-generated partner can elicit the Kohler motivation gain in exergames, but not as strongly as a partner who is thought to be human.

12.
Games Health J ; 3(6): 395-8, 2014 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-26192647

RESUMO

BACKGROUND: Fewer than half of college students meet physical activity (PA) recommendations. Active videogames (AVGs) may increase PA. The contribution that AVGs make to total PA is unknown. This study aimed to examine the contribution of AVG play to total PA and to compare sedentary, light, and moderate- to vigorous-intensity PA (MVPA) on game-days and non-game-days. MATERIALS AND METHODS: For 1 week, the PA of 42 students (mean age, 20.4±1.3 years) was assessed by accelerometry. During this week an AVG was played one to three times, for 30 minutes each. The percentage contribution of AVG play to MVPA was calculated. To compare PA on game-days versus non-game-days, t tests were used. RESULTS: Students performed an average of 47.2±32.0 minutes of MVPA/day, during the monitored weekdays. MVPA during AVG play contributed 4.8±8.1 percent to total MVPA on game-days. The percentage of time spent in moderate PA was significantly higher on game-days (4.9 percent) than on non-game-days (3.3 percent). CONCLUSIONS: This is the first study to examine the contribution of AVG play to daily PA. These data support further investigation of AVGs as a means of increasing health-enhancing PA and reducing sedentary behavior among college students.

13.
Arch Gerontol Geriatr ; 57(1): 1-7, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-23542053

RESUMO

We developed a 'senior friendly' suite of online 'games for learning' with interactive calibration for increasing difficulty, and evaluated the feasibility of a randomized clinical trial to test the hypothesis that seniors aged 60-80 can improve key aspects of cognitive ability with the aid of such games. Sixty community-dwelling senior volunteers were randomized to either an online game suite designed to train multiple cognitive abilities, or to a control arm with online activities that simulated the look and feel of the games but with low level interactivity and no calibration of difficulty. Study assessment included measures of recruitment, retention and play-time. Cognitive change was measured with a computerized assessment battery administered just before and within two weeks after completion of the six-week intervention. Impediments to feasibility included: limited access to in-home high-speed internet, large variations in the amount of time devoted to game play, and a reluctance to pursue more challenging levels. Overall analysis was negative for assessed performance (transference effects) even though subjects improved on the games themselves. Post hoc analyses suggest that some types of games may have more value than others, but these effects would need to be replicated in a study designed for that purpose. We conclude that a six-week, moderate-intensity computer game-based cognitive intervention can be implemented with high-functioning seniors, but the effect size is relatively small. Our findings are consistent with Owen et al. (2010), but there are open questions about whether more structured, longer duration or more intensive 'games for learning' interventions might yield more substantial cognitive improvement in seniors.


Assuntos
Envelhecimento/psicologia , Cognição , Computadores , Memória , Jogos de Vídeo , Idoso , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Método Simples-Cego
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