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

Main Article Content

Danielle D Wadsworth*
Colleen M Daly
Shelby J Foote

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.

Article Details

Wadsworth, D. D., Daly, C. M., & Foote , S. J. (2018). Active gaming and self-paced exercise: A self-determination perspective. Journal of Sports Medicine and Therapy, 3(2), 043–052. https://doi.org/10.29328/journal.jsmt.1001026
Research Articles

Copyright (c) 2018 Wadsworth DD, et al.

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