Effects of Different Opponent Types on Motivation and Exercise Intensity in a Competitive Arm Exercise Game

Effects of Different Opponent Types on Motivation and Exercise Intensity in a Competitive Arm Exercise Game
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DOI:
10.1089/g4h.2019.0028
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发表时间:
2020-02-01
影响因子:
3.5
通讯作者:
Novak, Domen
Novak, Domen
中科院分区:
医学2区
文献类型:
--
作者:
Gorsic, Maja;Hlucny, Steven D.;Novak, Domen

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目的:竞技运动游戏因其对动机的积极影响而在康复和减肥等领域很受欢迎。然而,尚不清楚人类对手是否是必要的,因为通过“类人”计算机控制的对手或在不玩游戏的情况下与玩家交谈的人可以实现相同的好处。我们的目标是比较竞争性锻炼游戏中的四种对手类型:简单的计算机对手、“类人”计算机对手、人类对手以及由玩家选择的与玩家聊天的人陪同的简单计算机对手。 材料和方法:16 名参与者(3 名女性,24.4 +/- 7.7 岁)在上述四种条件下玩了竞争性手臂锻炼游戏。使用惯性传感器测量运动强度,并使用内在动机量表测量四个动机量表。比赛结束后,参与者回答了有关他们偏好的几个问题。结果:16 名参与者中有 14 人最喜欢人类对手,并产生了最高的兴趣/享受和运动强度。所有参与者都更喜欢人类对手,而不是有人类同伴陪伴的计算机对手。最后,16 名参与者中有 12 名更喜欢“类人”计算机对手,而不是简单的对手。结论:我们的结果对竞技运动游戏有两个影响。首先,他们表明开发具有更像人类行为的计算机控制的对手是值得的,但最好的结果是与人类对手一起实现的。其次,没有游戏内互动的社交互动无法提供愉快、激烈的体验。然而,我们的结果应该通过运动游戏的不同目标人群进行验证。
Objective: Competitive exercise games are popular in areas like rehabilitation and weight loss due to their positive effects on motivation. However, it is unclear whether a human opponent is necessary, as the same benefits may be achievable with a "human-like" computer-controlled opponent or a human who talks to the player without playing the game. Our objective was to compare four opponent types in a competitive exercise game: a simple computer opponent, "human-like" computer opponent, human opponent, and a simple computer opponent accompanied by a player-selected human who chats with the player.Materials and Methods: Sixteen participants (3 women, 24.4 +/- 7.7 years old) played a competitive arm exercise game in the above four conditions. Exercise intensity was measured with inertial sensors, and four motivation scales were measured with the Intrinsic Motivation Inventory. After playing, participants answered several questions regarding their preferences.Results: The human opponent was the favorite for 14 of 16 participants and resulted in the highest interest/enjoyment and exercise intensity. All participants preferred the human opponent over the computer opponent accompanied by a human companion. Finally, 12 of 16 participants preferred the "human-like" computer opponent over the simple one.Conclusion: Our results have two implications for competitive exercise games. First, they indicate that developing computer-controlled opponents with more human-like behavior is worthwhile, but that the best results are achieved with human opponents. Second, social interaction without in-game interaction does not provide an enjoyable, intense experience. However, our results should be verified with different target populations for exercise games.