Do player performance, real sport experience, and gender affect movement patterns during equivalent exergame?

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Deutscher übersetzter Titel:Beeinflussen Spielerleistung, reale Sporterfahrung und Geschlecht die Bewegungsmuster während eines gleichwertigen Exergames?
Autor:Soltani, Pooya; Figueiredo, Pedro; Fernandes, Ricardo J.; Vilas-Boas, João Paulo
Erschienen in:Computers in human behavior
Veröffentlicht:93 (2019), S. 346-356, Lit.
Format: Literatur (SPOLIT)
Publikationstyp: Zeitschriftenartikel
Medienart: Gedruckte Ressource
Sprache:Englisch
ISSN:0747-5632, 1873-7692
DOI:10.1016/j.chb.2016.05.009
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Erfassungsnummer:PU201907005222
Quelle:BISp

Abstract

This study compared the movement patterns of forty-six college students, playing bouts of swimming exergame, while categorized based on their playing performance, gender, and prior experience of real swimming and exergames. Swimming events were divided into normal (controlled by visual feedback) and fast (no feedback) phases and upper limb kinematics were monitored during front crawl event. Those who performed better, completed the game with fewer upper limb cycles and in a shorter time (p < 0.003). Prior exergame experience resulted in higher start velocity (p = 0.019) and those who were familiarized with this swimming exergame, completed the front crawl event with fewer cycles (p = 0.022). Gender and real swimming experience did not affect biomechanical variables. With various playing styles and differences to real swimming movements, the data suggest that the motion capture device is not able to detect complex movements of swimming and previous knowledge of real swimming do not necessarily transfer into better exergame performance. These changes might have happened due to higher adaptation to the exergame. Understanding these patterns may help in the development of more realistic sport exergames and meaningful gameplay.