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Physiological and psychophysiologica...
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Naik, Rutika Akhil.
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Physiological and psychophysiological changes with XBOX Kinect Dance Central training.
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Physiological and psychophysiological changes with XBOX Kinect Dance Central training./
Author:
Naik, Rutika Akhil.
Description:
79 p.
Notes:
Source: Masters Abstracts International, Volume: 52-02.
Contained By:
Masters Abstracts International52-02(E).
Subject:
Health Sciences, Recreation. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1523819
ISBN:
9781303421600
Physiological and psychophysiological changes with XBOX Kinect Dance Central training.
Naik, Rutika Akhil.
Physiological and psychophysiological changes with XBOX Kinect Dance Central training.
- 79 p.
Source: Masters Abstracts International, Volume: 52-02.
Thesis (M.S.)--Long Island University, The Brooklyn Center, 2013.
To alter the trend of physical inactivity, a fun version of exercising should be introduced which may increase the levels of exercise adherence. A recent development is the exer-game or active video games genre. Dance Dance Revolution (DDR) was cited as one of the first major successes of the exergaming genre. DDR gameplay can provide up to 8.0 METS in trained healthy adult players, indicating that it can serve as vigorous physical activity. This project focused on Dance Central played on the Kinect peripheral of XBOX 360, which integrates whole body movements. We hypothesized that energy expenditure, limb movement, game performance, and game experience (flow) post training would exceed that measured before training. Seven males and seven females (age 18 - 50 years) were recruited. A skill based protocol was used for training. Physiological (energy expenditure and kinematic data), psychophysiological (player performance and player experience), and behavioral measures (game scores and percent accuracy) were recorded for pre, mid and post training test trials. Data was analyzed using repeated measures ANOVA, p< 0.05. Energy expenditure was greater post training (p < 0.05) with mean METS of 4.88, classifying Kinect Dance Central as a moderate workout activity. Mean peak angular displacements in the sagittal planes were not significantly different. Game scores for each subject improved post training. Gameplay questionnaire scores decreased from pre to post training. This decrease in scores could be a result of the effect of non-play elements (increased menu loading and selecting times, embedded freestyle in the songs and interaction with the avatars) on the players, leading to frustration less immersion in the game. Although the game was efficient in providing moderate intensity workout it failed to engage the players.
ISBN: 9781303421600Subjects--Topical Terms:
1018003
Health Sciences, Recreation.
Physiological and psychophysiological changes with XBOX Kinect Dance Central training.
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Source: Masters Abstracts International, Volume: 52-02.
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Thesis (M.S.)--Long Island University, The Brooklyn Center, 2013.
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To alter the trend of physical inactivity, a fun version of exercising should be introduced which may increase the levels of exercise adherence. A recent development is the exer-game or active video games genre. Dance Dance Revolution (DDR) was cited as one of the first major successes of the exergaming genre. DDR gameplay can provide up to 8.0 METS in trained healthy adult players, indicating that it can serve as vigorous physical activity. This project focused on Dance Central played on the Kinect peripheral of XBOX 360, which integrates whole body movements. We hypothesized that energy expenditure, limb movement, game performance, and game experience (flow) post training would exceed that measured before training. Seven males and seven females (age 18 - 50 years) were recruited. A skill based protocol was used for training. Physiological (energy expenditure and kinematic data), psychophysiological (player performance and player experience), and behavioral measures (game scores and percent accuracy) were recorded for pre, mid and post training test trials. Data was analyzed using repeated measures ANOVA, p< 0.05. Energy expenditure was greater post training (p < 0.05) with mean METS of 4.88, classifying Kinect Dance Central as a moderate workout activity. Mean peak angular displacements in the sagittal planes were not significantly different. Game scores for each subject improved post training. Gameplay questionnaire scores decreased from pre to post training. This decrease in scores could be a result of the effect of non-play elements (increased menu loading and selecting times, embedded freestyle in the songs and interaction with the avatars) on the players, leading to frustration less immersion in the game. Although the game was efficient in providing moderate intensity workout it failed to engage the players.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1523819
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