
Comparison of Acute Psychological Effects from
“Exergames” vs. Traditional Exercise
William D. Russell, Justin A. Kraft,
&
Tracy A. Bowman
Clifford W. Selsor, Grant D. Foster,
Department of Health, Physical Education, and Recreation
Missouri Western State University
Department of Kinesiology
Kansas State University
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ABSTRACT Acute psychological outcomes of interactive video game (exergames) were compared to traditional aerobic exercise. Volunteers (20 males, 17 females) exercised at a self-selected intensity for 30 minutes in three separate conditions: (1) interactive cycle ergometer, (2) interactive video dance game, and (3) traditional cycle ergometer. Participants were assessed five minutes pre- and five minutes post-exercise on positive and negative affect, concentration, and short-term memory. Positive affect results indicated a significant time effect, with higher post-activity positive affect across conditions compared to pre-test scores. Negative affect also showed a significant time effect, indicating lower post-activity negative affect across conditions compared to pre-activity affect. Finally, a significant time effect for short-term memoryindicated higher digit-span recall across conditions compared to pre-activity levels. Exergames appear to provide similar acute psychological benefits to traditional exercise when performed at a self-selected intensity. In order to view this article in it's entirety, you must purchase this issue of Athletic Insight which is available through our partnership with Nova Science Publishing. Yearly subscriptions to the journal are also available for purchase. We thank you for your continued patronage.
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