Beteiligte: | , , , |
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In: | Simulation & Gaming, 51, 2020, 6, S. 819-829 |
veröffentlicht: |
SAGE Publications
|
Medientyp: | Artikel, E-Artikel |
Umfang: | 819-829 |
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ISSN: |
1046-8781
1552-826X |
DOI: | 10.1177/1046878120943253 |
veröffentlicht in: | Simulation & Gaming |
Sprache: | Englisch |
Schlagwörter: | |
Kollektion: | SAGE Publications (CrossRef) |
<jats:sec><jats:title>Background</jats:title><jats:p> 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. </jats:p></jats:sec><jats:sec><jats:title>Aim</jats:title><jats:p> 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. </jats:p></jats:sec><jats:sec><jats:title>Method</jats:title><jats:p> 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. </jats:p></jats:sec><jats:sec><jats:title>Results</jats:title><jats:p> Participants reported experiencing greater flow and enjoyment when the cyber-cycling session was centered on a virtual gaming experience. </jats:p></jats:sec><jats:sec><jats:title>Conclusion</jats:title><jats:p> 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. </jats:p></jats:sec> |