Abstract

Strategies to encourage exercise have led to research on cycle ergometer ‘exergaming’, as a means of enhancing exercise enjoyment. This research has typically prescribed the exercise intensity and used one exercise mode. The aim of this study was to compare self-selected exercise intensity on a cycle ergometer with and without exergaming modes activated. A total of 20 participants aged between 18–40 years (M = 24.2 ± 5.9) completed a sub-maximal exercise test. Participants returned two days later to complete one 45 minute session of self-selected exercise with 15 minutes in each of ‘control’ (standard ergometer), ‘track’, and ‘game’ modes, with order randomized. Heart rate, work rate, perceived exertion, and affective valence were recorded during exercise. Dissociation and enjoyment were recorded in the rest interval between each mode. Participants exercised above ventilatory threshold (VT) in all three modes (track, M = 9.5 ± 12%; game, M = 6.2 ± 12%; and control, M = 4.4 ± 14% above VT) and at higher work rates (P < 0.05) exergaming (track, M = 94.5 ± 27.9; game, M = 96.2 ± 32.8 watts) than control (M = 86.6 ± 26.5 watts). Despite exercising at a higher intensity, participants perceived exercise during the exergaming modes to be most pleasant (P < 0.01), with greater enjoyment (P < 0.01) and dissociation (P < 0.01) in the game than track mode, and both modes higher on these variables than the control mode. Findings support the use of exergaming as a strategy to encourage individuals to exercise, with participants choosing to work harder physiologically, but reporting more positive psychological responses during and following the exercise.

Highlights

  • Global physical inactivity levels have been described as pandemic and have attributed to approximately 3.2 million deaths [1]

  • Multiple bouts of physical activity of 10 minutes or more are recommended for health benefits to achieve the international guidelines of 30 min moderate activity [4, 48]

  • There was a main effect for mode (F (2, 38) = 3.16, P < 0.05, η2 = .14) with work rate significantly higher in the game and track modes than the control mode (Table 2)

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Summary

Introduction

Global physical inactivity levels have been described as pandemic and have attributed to approximately 3.2 million deaths [1]. Strategies and approaches to help change this statistic are necessary. Research has demonstrated a link between the acute affective (pleasant/unpleasant) responses to exercise and future exercise participation [2, 3]. In their exercise prescription guidelines, the American College of Sports Medicine [4] indicate that negative affect “can act as a deterrent to continued participation” (p374). Evidence for methods and modalities of exercise that avoid negative affect and support a positive affective response is important.

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