Author:
Soria Campo Aarón,Wang Alf Inge,Moholdt Trine,Berg Jonathan
Abstract
RationaleSince many modern exergames include a multiplayer component, this study aimed to compare the physiological and perceptual responses between playing a cycling exergame alone or with others.MethodsIn this randomized crossover study, 15 healthy individuals aged between 10 and 30 years completed a single-player and a multiplayer exergaming session. The main outcomes were exercise intensity, measured as oxygen uptake (V°O2) and heart rate (HR), and perceived enjoyment, pleasure, and exertion.ResultsPeak HR was significantly higher during multiplayer (172 ± 23 beats per minute [bpm]) vs. single-player exergaming (159 ± 27 bpm) with a mean difference of 13 bpm (95% CI: 2 to 24, p = 0.02). Peak V°O2 was 33.6 ± 9.5 mL·kg−1·min−1 and 30.4 ± 9.1 mL·kg−1·min−1 during multiplayer and single-player exergaming, respectively with no statistically significant difference between conditions (3.2, 95% CI: −0.2–6.6 mL·kg−1·min−1, p = 0.06). Average HR, average V°O2 and perceptual responses did not differ between single- and multiplayer exergaming.ConclusionOther than inducing a higher HR, multiplayer exergaming showed no significant benefits on exercise intensity or perceptual responses over single-player exergaming. However, the higher peak HR and a tendency of higher peak V°O2 intensity during multiplayer exergaming imply that multiplayer exergaming may offer some advantages over single-player exergaming that could impact the potential health benefits of exergaming.
Subject
Public Health, Environmental and Occupational Health,Tourism, Leisure and Hospitality Management,Anthropology,Orthopedics and Sports Medicine,Physical Therapy, Sports Therapy and Rehabilitation,Physiology
Cited by
3 articles.
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