Research Article

Active gaming and self-paced exercise: A self-determination perspective

Danielle D Wadsworth*, Colleen M Daly and Shelby J Foote

Published: 23 March, 2018 | Volume 3 - Issue 2 | Pages: 043-052

Purpose: This study aimed to identify physical activity, enjoyment, and factors for future activity between an active video game (AVG) condition and self-paced exercise (SPE) among college-aged students.

Methods: Thirty college-aged volunteers (age=22±1.68 years) completed 4-45 minute physical activity sessions (2 AVG; 2 self-paced). A survey and a brief structured interview followed.

Results: Overall, participants expended more calories, accumulated more steps, and more physical activity during SPE; however, participants in the AVG condition met daily exercise recommendations. The majority of participants (81%) enjoyed playing the AVG. Autonomy and competence were found as common themes among those who preferred the SPE condition; whereas, lack of knowledge and exercise variety were emergent themes among those who preferred AVG.

Conclusions: This study provides evidence that college students could meet daily exercise recommendations by participating in AVG interventions; although AVGs that provided autonomy and allowed users to demonstrate competence would be preferable.

Read Full Article HTML DOI: 10.29328/journal.jsmt.1001026 Cite this Article Read Full Article PDF


Moderate-to-vigorous physical activity; College students; Autonomy


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