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|Attitudes Toward Software-Generated Exercise Partners During High-Intensity Training
|Stephen Samendinger, Christopher Hill, Brian Winn, Alison Ede, Norbert Kerr, James Pivarnik, Lori Ploutz-Snyder and Deborah Feltz
|Exercise and Physical Engagement
|Thursday, October 20, 1:30p-2:30p
|Active video games, utilizing SGPs, may be an effective modality to aid in motivating adults participating in high-intensity training. However, just as with human exercise companions, attitudes toward one’s companion may affect participation in the activity. Therefore, SGP characteristics should be designed to avoid interfering with the participant-SGP relationship during this intense exercise. This study demonstrated that SGPs can be successfully implemented with HIT protocols in an active adult community sample. Participants liked their exercise partners and found them attractive, not eerie, while recognizing the SGP was not human-like.
This study was supported by the National Space Biomedical Research Institute, through NASA NCC-9-58.
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