
Comparisons of College Students’ Enjoyment in Physical Activity & Exergames
Author(s) -
Yoonsin Oh,
Matthew S. Wiggins,
Mary Beth Leibham
Publication year - 2016
Publication title -
european scientific journal
Language(s) - English
Resource type - Journals
eISSN - 1857-7881
pISSN - 1857-7431
DOI - 10.19044/esj.2016.v12n34p60
Subject(s) - physical activity , psychology , dance , physical education , physical activity level , scale (ratio) , applied psychology , mathematics education , physical therapy , medicine , visual arts , art , physics , quantum mechanics
The purpose of this study was to compare college students’ enjoyment levels in three domains of activity (traditional physical activities, exergames, and non-exergames). Volunteers (n = 141) from a Midwestern university completed an online survey composed of a modified version of the Physical Activity Enjoyment Scale (PACES). Significant differences were detected across the three domains regarding level of enjoyment, F(2, 232) = 32.49, p < .001, with the highest enjoyment levels reported in the traditional physical activity domain. Additional results revealed that Wii Sports (49%) and Just Dance (29%) had the highest percentage of use with exergamers, while non-exergame participants reported playing video games such as Pokémon, Zelda, Mario Kart, Madden (59%), and Clash of Clans (25%). These results suggest that traditional physical activities and exergaming activities are psychologically enjoyable pursuits for college-aged individuals that can help increase their physical health and quality of life.