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篇名
體感運動遊戲的運動成效和持續性:以Switch為例
並列篇名
Research on the Exercise Performance and Continuity of Exergames Using Switch as an Example
作者 林大偉
中文摘要
體感運動遊戲結合費力活動和視頻遊戲,近年成為長期運動方案的熱門替代選擇。基於遊戲目的,遊戲開發商通常藉由娛樂性來建立體感運動遊戲的持續性。然而,針對年輕族群而言,體感運動遊戲的娛樂性是否為長期運動方案的首要考量,仍是未明卻值得深究的議題。據此,本研究招募60位年輕受測者參與由遊戲類型和運動強度所構成的二因子實驗,受測者的運動習慣被視為受測者變數而加以觀察。運動成效和持續性被視為主要依變數,前者由主觀認知的運動負荷及客觀表現的步數、心率和卡路里構成,後者由主觀認知的再玩意願、持續意願和認同感構成。運動樂趣聚焦運動本身,與被用來詮釋娛樂性的遊戲體驗有所區隔。本研究企圖理解:(1)遊戲類型、運動強度或運動習慣對於運動成效或持續性的影響;(2)主觀感受或生理資訊對於運動成效的解釋力;(3)運動樂趣或遊戲體驗對於持續性的解釋力。結果顯示:(1)遊戲類型、運動強度和運動習慣對於運動成效或持續性均有顯著影響;(2)體感控制器驅動的肢體數量可影響運動成效;(3)主觀的運動負荷要比客觀的心率和卡路里更具說服力;(4)虛擬運動教練顯著影響持續性;(5)運動樂趣比遊戲體驗更能解釋持續性。
英文摘要
Exergames combine exertions with video games, which have become a popular alternative to long-term exercise programs in recent years. Game developers usually apply entertainment to build their exergames, which is considered the continuity. However, whether the entertainment aspect of exergames is the primary consideration for long-term exercise programs for young crowds is still an unclear issue. Accordingly, this study recruited 60 young participants to join a two-factor experiment consisting of game genre and exercise intensity, and observed the exercise habits of the participants, which were considered the confounded variable. Exercise performance and continuity were regarded as the main dependent variables. The former consisted of subjective exercise load and objective expressed steps, heart rate, and calories; the latter consisted of subjective willingness to play again or to continue and a sense of affirmation. The physical activity enjoyment generally focuses on the sports themselves and is different from the gaming experience used to interpret entertainment. This study attempts to understand: (1) the effects of game genre, exercise intensity or exercise habits on exercise performance or continuity, (2) the explanatory power of subjective feelings or physiological information on exercise performance, and (3) the explanatory power of the physical activity enjoyment or gaming experience on continuity. The results showed that: (1) game genre, exercise intensity, and exercise habits have significant impacts on exercise performance or continuity; (2) the number of limbs driven by the somatosensory controllers may affect the exercise performance; (3) the subjective exercise load is more convincing than the objective heart rate and calories; (4) virtual professional coaches for exercise significantly affect the continuity; (5) the physical activity enjoyment explains the continuity better than gaming experience.
起訖頁 21-44
關鍵詞 體感運動遊戲運動成效持續性長期運動方案ExergameExercise PerformanceContinuityLong-term Exercise Program
刊名 設計學報  
期數 202403 (29:1期)
出版單位 中華民國設計學會
該期刊-上一篇 室內濃煙環境下高功率空氣負離子除煙輔助──逃生系統之研究與設計
該期刊-下一篇 臺灣、現代、古希臘?解讀1970年代臺灣盛行類型化市政建築之現象
 

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