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Exergaming in a Multiplayer and Inter-Team Competition Mode with Play Lü
Author(s) -
Cédric Roure,
Patrick Fargier,
Guillaume Girod,
Valérian Cécé,
Denis Pasco,
Vanessa LentillonKaestner
Publication year - 2022
Publication title -
international journal of physical activity and health.
Language(s) - English
Resource type - Journals
ISSN - 2689-5285
DOI - 10.18122/ijpah1.1.3.boisestate
Subject(s) - competition (biology) , context (archaeology) , situational ethics , psychology , mode (computer interface) , game play , social psychology , computer science , multimedia , human–computer interaction , geography , ecology , archaeology , biology
Objective: The goal of this study was to evaluate the impact of a Play Lü inter-team competition exergame on adolescents’ moderate-to-vigorous physical activity (MVPA) and situational interest (SI). Materials and Methods: A total of 110 students ( M age = 13.7 ± 1.1, 12-16 years, 53.7 % girls, M BMI = 19.9 ± 3.2) from a secondary school located in Switzerland participated to the study. They played three separate 20-min games in a counterbalance allocated order: (1) Play Lü multiplayer and inter-team competition exergame; (2) Play Lü single-player competition exergame; and (3) Tic-Tac-Toe multiplayer and inter-team competition game. The participants’ MVPA was measured during each 20-min game using ActiGraph GT3X+ accelerometers and SI was measured immediately after each game. Results: Regarding Play Lü, the results showed higher MVPA and SI scores in the multiplayer and inter-team competition mode than in the single-player competition mode. Moreover, Play Lü elicited greater effects compared to the Tic-Tac-Toe game within a multiplayer and inter-team competition mode. Conclusion: The Play Lü inter-team competition exergame might be considered as a relevant strategy to improve adolescents’ motivation and physical activity, which can be applied in a physical education context.

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