Exergames Enjoyment Using Various Devices and Awareness of Their Use for Physical Activity and Health Improvement Among Young Adults
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 发起方
- 入组人数
- 227
- 试验地点
- 1
- 主要终点
- Enjoyment during exergame play
研究概览
简要总结
The goal of this observational, non-interventional study is to explore how different exergame devices are perceived by young adults in terms of enjoyment and awareness of their potential use for physical activity and health improvement. Participants are exposed to several commercially available exergame systems in a standardized laboratory setting, with no intention to modify their health, fitness, or behavior.
The main questions it aims to answer are:
- Do different exergame devices provide different levels of enjoyment (as measured by the Exergame Enjoyment Questionnaire)?
- How do young adults perceive the usefulness of various exergames for supporting physical activity and health?
Participants will:
- Complete a brief questionnaire on physical activity habits.
- Take part in short (about 10 minutes each) exposure sessions using different exergame devices (VR, Wii Fit, Dance platform, Ring Fit) - approximately 50 minutes in total per participant.
- Be randomly assigned to complete post-exposure questionnaires referring to one randomly selected device only.
No interventions are applied and no pre-post measurements are collected; the study is purely observational, focusing on subjective user experience rather than behavioral or physiological change.
详细描述
This study investigates exergames as interactive digital technologies that combine gaming elements with physical activity. The research focuses on multiple commercially available devices representing different modes of interaction (virtual reality, motion sensors, balance platforms, and handheld controllers). The design followed a cross-sectional, single-session observational approach with a single sample of healthy young adults.
All participants completed baseline self-reports on physical activity, followed by standardized, non-interventional exposure to several exergame devices. Each participant interacted with all devices in an assigned order, under controlled laboratory conditions, with no manipulation intended to modify physical fitness, health status, or behaviour.
The exposure served solely for observational and comparative purposes to collect subjective evaluations rather than to test any training or therapeutic effects. Outcomes (structured evaluations regarding enjoyment and perceived utility of each exergame) were collected immediately post-exposure only, with no pre-post measurements or longitudinal follow-up.
Five commercially available exergame systems were included to represent diverse interaction modes:
- Sony PlayStation 4 with PlayStation VR (PS VR), using immersive virtual reality headsets with motion tracking.
- Nintendo Wii Fit, employing a balance board platform to capture weight shifts and postural control.
- Dance Revolution (DDR/StepMania-type system), based on a floor platform interface for rhythm-based movement.
- Nintendo Switch with Ring Fit Adventure (RFA), combining a resistance ring and leg strap for sensor-based motion detection.
- Meta Quest 2 (standalone VR headset), providing fully immersive virtual environments with handheld controllers.
研究设计
- 研究类型
- Observational
- 观察模型
- Other
- 时间视角
- Cross Sectional
入排标准
- 年龄范围
- 18 Years 至 36 Years(Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •18 years old or older,
- •proficient in verbal communication,
- •fully mobile.
排除标准
- •any health conditions that could affect reaction time or PA levels, such as neurological disorders,
- •current injuries,
- •pain affecting the spine or upper limbs.
结局指标
主要结局
Enjoyment during exergame play
时间窗: EEG was assessed immeditely afterwards exergaming session
Tool: Exergame Enjoyment Questionnaire (EEQ) - validated 20-item instrument which integrates elements from the Game Engagement Questionnaire (GEQ), the Intrinsic Enjoyment Questionnaire (IEQ), and items from the PA Enjoyment Scale (PACES). The questionnaire captures multiple aspects of enjoyment, including emotional engagement, immersion, perceived physical benefits, and control, as well as potential negative experiences such as frustration or physical discomfort. Number of items: 20; Scoring: Likert scale (in range 1-5), with higher values indicating greater enjoyment; subscales were aggregated to provide an overall enjoyment score; Min-max values for EEG: 20-100 points.
次要结局
- Awareness of exergame use(Awareness of exergame use was assessed immeditely afterwards exergaming session)
- Physical activity(Physical activity was assessed before exergaming session)
研究者
Magdalena Cyma-Wejchenig
Principal Investigator
Poznan University of Physical Education
