Impact of Playing Exergames on Mood States: A Randomized Controlled Trial

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 (n = 168) or a control group (n = 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.

[1]  A. Vinokhodova,et al.  Emotional energy, work self-efficacy, and perceived similarity during the Mars 520 study. , 2013, Aviation, space, and environmental medicine.

[2]  T. Kamarck,et al.  A global measure of perceived stress. , 1983, Journal of health and social behavior.

[3]  May O. Lwin,et al.  Player see, player do: Testing an exergame motivation model based on the influence of the self avatar , 2016, Comput. Hum. Behav..

[4]  Seung-A Annie Jin "I Can Be Happy Even When I Lose the Game": The Influence of Chronic Regulatory Focus and Primed Self-Construal on Exergamers' Mood , 2010, Cyberpsychology Behav. Soc. Netw..

[5]  Jorge Peña,et al.  Increasing exergame physical activity through self and opponent avatar appearance , 2014, Comput. Hum. Behav..

[6]  Adam Lobel,et al.  Stressful Gaming, Interoceptive Awareness, and Emotion Regulation Tendencies: A Novel Approach , 2014, Cyberpsychology Behav. Soc. Netw..

[7]  E. Epel,et al.  Accelerated telomere shortening in response to life stress. , 2004, Proceedings of the National Academy of Sciences of the United States of America.

[8]  Marina Papastergiou,et al.  The impact of an exergame-based intervention on children's fundamental motor skills , 2015, Comput. Educ..

[9]  Michael G. Lacy,et al.  A vacation from your mind: Problematic online gaming is a stress response , 2014, Comput. Hum. Behav..

[10]  Jun-hyeok Jang,et al.  Clinical Feasibility of Exercise Game for Depression Treatment in Older Women with Osteoarthritis: a Pilot Study , 2013 .

[11]  Y. Scherer,et al.  Effects of Using Nintendo Wii™ Exergames in Older Adults , 2015, Journal of aging and health.

[12]  Patrick J O'Connor,et al.  Effects of cycling exercise on vigor, fatigue, and electroencephalographic activity among young adults who report persistent fatigue. , 2010, Psychophysiology.

[13]  G. Skrinar,et al.  Release of beta endorphin and met-enkephalin during exercise in normal women: response to training. , 1984, British medical journal.

[14]  P. Ekkekakis,et al.  The Pleasure and Displeasure People Feel When they Exercise at Different Intensities , 2011, Sports medicine.

[15]  Nikolaos Vernadakis,et al.  The impact of Nintendo Wii to physical education students' balance compared to the traditional approaches , 2012, Comput. Educ..

[16]  M. Nies,et al.  Perceived Energy for Parenting: A New Conceptualization and Scale , 2009 .

[17]  Ching-I Teng,et al.  Personality Differences between Online Game Players and Nonplayers in a Student Sample , 2008, Cyberpsychology Behav. Soc. Netw..

[18]  Seline Wüest,et al.  Design considerations for a theory-driven exergame-based rehabilitation program to improve walking of persons with stroke , 2013, European Review of Aging and Physical Activity.

[19]  D. R. Owen,et al.  Mood Alteration with Yoga and Swimming: Aerobic Exercise May Not Be Necessary , 1992, Perceptual and motor skills.

[20]  TengChing-I,et al.  Double-edged sword , 2016 .

[21]  Seung-A Annie Jin Effects on mood of activating the private versus the collective self , 2012 .

[22]  Daniel J Goble,et al.  Wii Fit exer-game training improves sensory weighting and dynamic balance in healthy young adults. , 2015, Gait & posture.

[23]  Haichun Sun,et al.  Impact of exergames on physical activity and motivation in elementary school students: A follow-up study , 2013 .

[24]  Hyeon Min Ahn,et al.  Altered Brain Reactivity to Game Cues After Gaming Experience , 2015, Cyberpsychology Behav. Soc. Netw..

[25]  Jan Van Looy,et al.  Challenging the Other: Exploring the Role of Opponent Gender in Digital Game Competition for Female Players , 2014, Cyberpsychology Behav. Soc. Netw..

[26]  Kenneth F. Schulz,et al.  The Lancet Handbook of Essential Concepts in Clinical Research , 2006 .

[27]  S. Shacham,et al.  A shortened version of the Profile of Mood States. , 1983, Journal of personality assessment.

[28]  Hayeon Song,et al.  Virtual vs. real body in exergames: Reducing social physique anxiety in exercise experiences , 2014, Comput. Hum. Behav..

[29]  Thomas G. Plante,et al.  Does Exercising with Another Enhance the Stress-Reducing Benefits of Exercise? , 2001 .

[30]  S. Lyubomirsky,et al.  A Measure of Subjective Happiness: Preliminary Reliability and Construct Validation , 1999 .

[31]  Nikolaos Vernadakis,et al.  University students' ability-expectancy beliefs and subjective task values for exergames , 2014, Comput. Educ..

[32]  Ju Lu,et al.  Double-edged sword: The effect of exergaming on other forms of exercise; a randomized controlled trial using the self-categorization theory , 2016, Comput. Hum. Behav..

[33]  Ed Diener,et al.  Very Happy People , 2002, Psychological science.