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dc.contributor.authorVinceri, Karlie
dc.date.accessioned2024-11-05T16:36:12Z
dc.date.available2024-11-05T16:36:12Z
dc.date.issued2024-05-19
dc.identifier.urihttps://repository.tcu.edu/handle/116099117/66759
dc.description.abstractIn the United States, physical activity levels are extremely low. With inactivity being linked with negative health outcomes, research has started to investigate different interventions as a way of enticing adults to increase their activity levels. Some of these interventions include music, virtual reality, and interactive exergames. Exergames combine a video game with an exercise machine in hopes of making exercise more enjoyable. The purpose of this study was to examine how exergames affect exercisers' ratings of perceived exertion (RPE), enjoyment, attentional focus, heart rate (HR), and performance outcomes during a rowing exercise task. A total of 26 participants completed a 20-minute rowing task in two conditions (i.e., Row Breaker exergame and Control) on a rowing machine at a preferred exercise intensity. Measurements for RPE, attentional focus, feelings, and HR were collected during the rowing task. Perceived enjoyment and session RPE scales were administered post-exercise. Results found no significant difference between groups for HR and RPE, however, there was a significant difference found across time for both variables (p < 0.001) indicating that HR and RPE increased as time progressed. No significant differences were found for attentional focus. Significant differences were found for feelings across time and between groups (p < 0.05) revealing that feelings decreased across time but remained higher overall during the exergame. For performance measures, the exergame condition exhibited significantly higher strokes per minute compared to the control condition (p < 0.01), due to the exergame's design. No significant difference was found between session RPE scores. A significant difference was found between groups in their perceived enjoyment scores (p < 0.001). This study reveals that exergames have the potential to increase exercise enjoyment. This research benefits healthcare providers aiming to recommend exercise to patients, as well as individuals who find it challenging to enjoy exercise.
dc.titleThe Effects of an Interactive Exergame on a Rowing Machine
etd.degree.departmentKinesiology


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