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Journal Article

Citation

Huang HC, Wong MK, Yang YH, Chiu HY, Teng CI. Cyberpsychol. Behav. Soc. Netw. 2017; 20(4): 246-250.

Affiliation

Department of Business and Management, Ming Chi University , Taipei, Taiwan .

Copyright

(Copyright © 2017, Mary Ann Liebert Publishers)

DOI

10.1089/cyber.2016.0322

PMID

28394215

Abstract

To examine how playing exergames impacts the mood states of university students and staff, and whether such an impact depends on gender and players' previous exercise time. This study was designed as a randomized controlled trial. It enrolled 337 participants and randomly assigned them to an intervention group (nā€‰=ā€‰168) or a control group (nā€‰=ā€‰167). A 2-week exergame program was designed for the participants in the intervention group. They were required to play exergames for 30 consecutive minutes each week for 2 weeks and respond to the items measuring vigor, happiness, and perceived stress. All measures were administered before and after the study. Repeated measures analysis of variances were conducted. Playing exergames enhanced vigor and happiness for participants in the intervention group. This group exhibited more positive change in vigor and happiness than the control group. This effect of playing exergames was not moderated by gender, age, occupation (student or staff), or previous exercise time. Playing exergames may induce positive mood states among university students and staff.


Language: en

Keywords

exergame; happiness; perceived stress; randomized controlled trial; vigor

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