Impact of music in exergames

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Bibliographische Detailangaben
Deutscher übersetzter Titel:Der Einfluss von Musik in Exergames
Autor:Khan, Romana; Cassidy, Gianna; Sykes, Jonathan
Erschienen in:Serious games for sports and health : proceedings - Game Days 2010, March 25th - 26th, 2010
Veröffentlicht:Darmstadt: 2010, S. 115-125, Lit.
Herausgeber:Technische Universität Darmstadt / Institut für Sportwissenschaft
Format: Literatur (SPOLIT)
Publikationstyp: Sammelwerksbeitrag
Medienart: Gedruckte Ressource
Sprache:Englisch
Schlagworte:
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Erfassungsnummer:PU201101000272
Quelle:BISp
TY  - COLL
AU  - Khan, Romana
A2  - Khan, Romana
A2  - Cassidy, Gianna
A2  - Sykes, Jonathan
DB  - BISp
DP  - BISp
KW  - Aktivität, körperliche
KW  - Belastungsherzfrequenz
KW  - Belastungswahrnehmung
KW  - Bewegungsfreude
KW  - Flow-Erlebnis
KW  - Laufleistung
KW  - Leistungsdiagnostik
KW  - Motivation
KW  - Musik
KW  - Musikbegleitung
KW  - Selbstbestimmung
KW  - Spielerfahrung
KW  - Sportmedizin
KW  - Sportpsychologie
KW  - Stimmung
KW  - Untersuchung, vergleichende
KW  - Videospiel
LA  - eng
PB  - Technische Universität Darmstadt / Institut für Sportwissenschaft
CY  - Darmstadt
TI  - Impact of music in exergames
TT  - Der Einfluss von Musik in Exergames
PY  - 2010
N2  - A growing body of work is investigating the ergogenic and psychophysical effects of music, self-selected and experimenter-selected, on concurrent exercise. As exergames present a pervasive new platform for exercise, this paper extends investigation to the ergogenic and psychophysical effects of self-selected versus experimenter-selected music in the exergame context. A repeated measures design was employed in which 30 participants completed a 5 minute session of Jogging on the Nintendo Wii Fit in three different sound conditions: no music, experimenter-selected music and self-selected music. Three categories of measure were taken, physiological (heart-rate), performance (distance travelled) and experience (PANAS and perceived exertion). The results indicate that player performance and experience were optimal when listening to self-selected music, with players experiencing highest heart rate, greatest enjoyment and most positive mood change. The results are discussed in relation to the efficacy of music as a tool to optimise ergogenic and psychophysical experience during exergaming, highlighting the importance of considering player music preference and choice. Verf.-Referat
SP  - S. 115-125
BT  - Serious games for sports and health : proceedings - Game Days 2010, March 25th - 26th, 2010
M3  - Gedruckte Ressource
ID  - PU201101000272
ER  -