Abstract
Background: Exergames—which combine physical activity with elements of virtual interaction (e.g., “cyber-cycling”)—come in a wide range of styles and with an array of structural and environmental characteristics that are likely to influence a user’s experience, including their overall enjoyment. Aim: The aim of the current study was thus to compare adolescents’ experience of flow and enjoyment across two cyber-cycling sessions that featured two unique styles of cycling exergames. Method: Eighty-eight participants aged 11-13 participated in two cyber-cycling sessions spaced one week apart. Participants engaged in two unique conditions, one virtual game featuring the collection of coins to earn points and one a virtual simulation of an outdoor trail ride. The order of condition delivery was randomly selected. Results: Participants reported experiencing greater flow and enjoyment when the cyber-cycling session was centered on a virtual gaming experience. Conclusion: Adolescents find greater enjoyment from exergames that feature traditional gaming characteristics and features. Implications for the design and sustained adoption of exergames for adolescents are discussed.
| Original language | English |
|---|---|
| Pages (from-to) | 819-829 |
| Number of pages | 11 |
| Journal | Simulation and Gaming |
| Volume | 51 |
| Issue number | 6 |
| DOIs | |
| State | Published - Dec 1 2020 |
Keywords
- adolescents
- cyber-cycling
- enjoyment
- exergaming
- flow
- physical activity
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