Active gaming and self-paced exercise: A self-determination perspective

Journal Title: Journal of Sports Medicine and Therapy - Year 2018, Vol 3, Issue 2

Abstract

Purpose: This study aimed to identify physical activity, enjoyment, and factors for future activity between an active video game (AVG) condition and self-paced exercise (SPE) among college-aged students. Methods: Thirty college-aged volunteers (age=22±1.68 years) completed 4-45 minute physical activity sessions (2 AVG; 2 self-paced). A survey and a brief structured interview followed. Results: Overall, participants expended more calories, accumulated more steps, and more physical activity during SPE; however, participants in the AVG condition met daily exercise recommendations. The majority of participants (81%) enjoyed playing the AVG. Autonomy and competence were found as common themes among those who preferred the SPE condition; whereas, lack of knowledge and exercise variety were emergent themes among those who preferred AVG. Conclusions: This study provides evidence that college students could meet daily exercise recommendations by participating in AVG interventions; although AVGs that provided autonomy and allowed users to demonstrate competence would be preferable.

Authors and Affiliations

Wadsworth Danielle D, Daly Colleen M, Foote Shelby J

Keywords

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  • EP ID EP290188
  • DOI 10.29328/journal.jsmt.1001026
  • Views 85
  • Downloads 0

How To Cite

Wadsworth Danielle D, Daly Colleen M, Foote Shelby J (2018). Active gaming and self-paced exercise: A self-determination perspective. Journal of Sports Medicine and Therapy, 3(2), 43-52. https://www.europub.co.uk/articles/-A-290188