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dc.contributor.authorLin, Jih-Hsuanen_US
dc.date.accessioned2017-04-21T06:56:24Z-
dc.date.available2017-04-21T06:56:24Z-
dc.date.issued2015-06en_US
dc.identifier.issn2161-783Xen_US
dc.identifier.urihttp://dx.doi.org/10.1089/g4h.2014.0092en_US
dc.identifier.urihttp://hdl.handle.net/11536/133603-
dc.description.abstractObjective: In Asia, dance games are among the most popular types of exergames. Whereas traditional dance-based games emphasize step movements on a dance pad, more recent dance games emphasize intuitive dance movements using simple controllers or players\' own bodies to "just dance.\'\' However, because of limited space and access, young adults in Taiwan often do not use these games. Popular dance videos on YouTube are more readily available to students because these videos can be accessed on a computer. Therefore, the current study examines the effects of interactivity (the role of feedback) and controller use on participants\' physiological and psychological outcomes during exergames. Materials and Methods: The dance game "Just Dance 3\'\' (Ubisoft, Montreuil, France) was chosen as the stimulus for this study. Participants danced through one song for rehearsal and warm-up, followed by three songs for the experiment, which lasted approximately 12 minutes. One hundred twenty-nine college students participated in a 2 x 2 x 2 (interactivity, feedback versus no feedback; controller, with versus without; sex, male versus female) between-subject factorial design. Results: A series of 2 x 2 x 2 (interactivity, controller, and sex) analyses of variance showed no significant differences in interaction effects on participants\' heart rates, blood pressures, body movements, step counts, or perceived psychological outcomes. Conclusions: Dance game videos without feedback are also effective tools for achieving moderate-level exercise intensity. These videos can supplement the limited access to games in Asian countries, such as Taiwan.en_US
dc.language.isoen_USen_US
dc.titleJust Dance: The Effects of Exergame Feedback and Controller Use on Physical Activity and Psychological Outcomesen_US
dc.identifier.doi10.1089/g4h.2014.0092en_US
dc.identifier.journalGAMES FOR HEALTH JOURNALen_US
dc.citation.volume4en_US
dc.citation.issue3en_US
dc.citation.spage183en_US
dc.citation.epage189en_US
dc.contributor.department傳播與科技學系zh_TW
dc.contributor.departmentDepartment of Communication and Technologyen_US
dc.identifier.wosnumberWOS:000355801100005en_US
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