The Effect of Interactive Simulations on Exercise Adherence with Overweight and Obese Adults
Abstract
This project was designed to evaluate the effect of video game play on exercise motivation, self-efficacy, and adherence in overweight and obese adults. Unanticipated events required modifications to the project schedule and delayed data collection. Exercise equipment and software that met the study requirements were not available. Therefore, the project team opted to develop a prototype stationary exercise bicycle that integrated video game play capabilities, and to create software that integrated the components and transferred data from the exercise bicycle ergometer to the study database. Available commercial components, e.g., stationary exercise bicycle and video game console, were used to develop the prototype exercise bicycle which allows a participant to continue video game play contingent upon maintaining his or her target heart rate zone while pedaling. If the heart rate falls below the target zone, game play stops. Unique software had to be developed to create a functioning unit and to transfer the data. The software allows performance data to be automatically transferred to the database during the exercise session, and eliminates the need for a separate television controller. In addition, the software requires minimal re-configuration for each participant, and provides simultaneous heart rate level monitoring displays for up to 8 cyclists. A no-cost extension was obtained to support data collection in the subsequent performance period.
Document Details
- Document Type
- Technical Report
- Publication Date
- Dec 01, 2008
- Accession Number
- ADA497569
Entities
People
- Sarah D. Miyahira