ArticleJournal of sport and health science2022
Situational interest impacts college students' physical activity in a design-based bike exergame.
Article in Journal of sport and health science, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers, 2 of them syntheses that pooled it.
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Who cites it
10 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Effects of active video games on affective responses and mental health symptoms in young adults: a systematic review.BMC public health · 2025Pooled it
- Effects of active video games on mental health among college students: a systematic review.BMC public health · 2024Pooled it
- The Effects of Dance-Based Exergaming on Mental Rotation, General Motor Coordination, and Math Achievement in Adolescent Students: Nonrandomized Controlled Pilot Study.JMIR serious games · 2026Article
- The chain mediating role of interest and physical activity level in the PE teacher autonomy support to primary students' physical and mental health.Scientific reports · 2025Article
- How do exergame training affect college students' spatial working memory? The differential role of cognitive engagement and exercise intensity.Psychological research · 2025Article
- Efficacy of exergaming dance and aerobic dance on young adults' enjoyment, situational motivation, self-efficacy, and steps.Frontiers in psychology · 2025Article
- Article
- Effects of exergaming on executive functions of children: a systematic review and meta-analysis from 2010 to 2023.Archives of public health = Archives belges de sante publique · 2023Article
- Acute effects of exergaming on young adults' energy expenditure, enjoyment, and self-efficacy.Frontiers in psychology · 2023Article
- Effects of Exergaming on College Students' Situational Interest, Self-Efficacy, and Motion Sickness.Journal of clinical medicine · 2022Article
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Abstract
backgroundActive videogames or exergames have been used as an innovative way to promote physical activity (PA) among various populations. A player's interest in active videogames is associated with the fun and entertaining nature of the games and may trigger situational interest, thus increasing engagement. The goal of this study was to examine the impact of situational interest dimensions on college students' PA when playing the design-based bike exergame Greedy Rabbit (Vescape, Berlin, Germany).
methodsSixty undergraduate students (age: 20.8 ± 1.3 years, mean ± SD, 18-25 years old; 51.7% males) were recruited from the kinesiology department of a university located in the southern region of Belgium. The participants were assigned to an experimental group (n = 41) or a control group (n = 19) based on an incremental cycling test. Students in the experimental group engaged in 1 session of Greedy Rabbit (Vescape) while students in the control group engaged in 1 session of a placebo version of Greedy Rabbit (Vescape). The length of the sessions ranged from 24 min to 31 min.
resultsResults for the control group indicated that the players' PA metrics (cadence: F(19, 360) = 1.43, p = 0.11; heart rate: F(19, 360) = 1.16, p = 0.29; oxygen consumption: F(19, 360) = 0.83, p = 0.67) were stable during the exergame. Results for the experimental group demonstrated the effects of time on the players' PA metrics and revealed significant associations between the change in the players' situational interest dimensions and PA metrics (cadence: F(19, 800) = 26.30, p < 0.01; heart rate: F(19, 800) = 19.77, p < 0.01; oxygen consumption: F(19, 800) = 10.04, p < 0.01).
conclusionAn approach using a design-based exergame may be a relevant strategy for promoting levels of PA that yields positive health-related outcomes among college students.
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