Comparisons of College Students’ Enjoyment in Physical Activity & Exergames
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 Activi...
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Published in | European Scientific Journal (Kocani) Vol. 12; no. 34; p. 60 |
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Main Authors | , , |
Format | Journal Article |
Language | English |
Published |
31.12.2016
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Online Access | Get full text |
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Summary: | 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. |
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ISSN: | 1857-7881 1857-7431 |
DOI: | 10.19044/esj.2016.v12n34p60 |