Impact of music in exergames
Gespeichert in:
Deutscher übersetzter Titel: | Der Einfluss von Musik in Exergames |
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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: | |
Online Zugang: | |
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 -