The Effect of Exergames in Motivation for Physical Activity in University Students
DOI:
https://doi.org/10.35699/1981-3171.2017.1685Keywords:
Leisure Activities, Motivation, Physical Education and TrainingAbstract
The exergames (EXGs), virtual games that involve the human movement in their practice, have now acted as an intermediary between highly technological life and physical inactivity. The objectives of this study were to identify the main reasons why people play video games and EXGs, correlating them to why they practice physical activities and sports. Study participants were 18 volunteers of both genders, with a mean age of 22.7 ± 2.4 years. Inventory of Motivation, Virtual Games and Practice of Physical Activities/Sports was used. The results provide connections between the influence of new technologies, with a specific focus on virtual and EXGs games, emotional states, specifically the motivation and the practice of physical exercises and activities.
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