The Effect of Exergames in Motivation for Physical Activity in University Students

Authors

  • Fernanda Carolina Pereira Universidade Estadual Paulista (UNESP)
  • Adriane Beatriz de Souza Serapião Universidade Estadual Paulista (UNESP)
  • José Silvio Govone Universidade Estadual Paulista (UNESP)

DOI:

https://doi.org/10.35699/1981-3171.2017.1685

Keywords:

Leisure Activities, Motivation, Physical Education and Training

Abstract

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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Published

2017-10-13

How to Cite

Pereira, F. C., Serapião, A. B. de S., & Govone, J. S. (2017). The Effect of Exergames in Motivation for Physical Activity in University Students. LICERE - Revista Do Programa De Pós-graduação Interdisciplinar Em Estudos Do Lazer, 20(3), 59–75. https://doi.org/10.35699/1981-3171.2017.1685

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Section

Artigos Originais