اثربخشی ورزش های مجازی و واقعیت افزوده
ترجمه نشده

اثربخشی ورزش های مجازی و واقعیت افزوده

عنوان فارسی مقاله: اثربخشی ورزش های مجازی و تقویت شده با واقعیت افزوده بر فعالیت فیزیکی، پیامدهای روانشناختی و عملکرد بدنی: بررسی سیستماتیک و متا آنالیز آزمایشات کنترل شده تصادفی
عنوان انگلیسی مقاله: Effectiveness of virtual and augmented reality-enhanced exercise on physical activity, psychological outcomes, and physical performance: A systematic review and meta-analysis of randomized controlled trials
مجله/کنفرانس: نقش کامپیوتر در رفتار انسان – Computers in Human Behavior
رشته های تحصیلی مرتبط: مهندسی کامپیوتر، مهندسی صنایع
گرایش های تحصیلی مرتبط: معماری سیستم های کامپیوتری، مهندسی سیستم های سلامت
کلمات کلیدی فارسی: واقعیت مجازی، واقعیت افزوده، فعالیت فیزیکی، عملکرد بدنی، بررسی سیستماتیک، متا آنالیز، آزمایشات کنترل شده تصادفی
کلمات کلیدی انگلیسی: Virtual reality، Augmented reality، Physical activity، Physical performance، Systematic review، Meta-analysis، Randomized controlled trials
نوع نگارش مقاله: مقاله پژوهشی (Research Article)
شناسه دیجیتال (DOI): https://doi.org/10.1016/j.chb.2019.05.026
دانشگاه: School of Communication, Hong Kong Baptist University, Hong Kong
صفحات مقاله انگلیسی: 14
ناشر: الزویر - Elsevier
نوع ارائه مقاله: ژورنال
نوع مقاله: ISI
سال انتشار مقاله: 2019
ایمپکت فاکتور: 5.876 در سال 2018
شاخص H_index: 137 در سال 2019
شاخص SJR: 1.711 در سال 2018
شناسه ISSN: 0747-5632
شاخص Quartile (چارک): Q1 در سال 2018
فرمت مقاله انگلیسی: PDF
وضعیت ترجمه: ترجمه نشده است
قیمت مقاله انگلیسی: رایگان
آیا این مقاله بیس است: بله
آیا این مقاله مدل مفهومی دارد: ندارد
آیا این مقاله پرسشنامه دارد: ندارد
آیا این مقاله متغیر دارد: دارد
کد محصول: E13654
رفرنس: دارای رفرنس در داخل متن و انتهای مقاله
فهرست مطالب (انگلیسی)

Abstract

1. Introduction

2. Method

3. Results

4. Discussion

5. Limitations and future directions

6. Conclusion

Acknowledgement

Appendix A. Supplementary data

Appendix 1. Measures of Physical Activity, Psychological Outcome, and Physical Performance

Appendix 2. Studies Included in the Meta-analysis

Appendix 3. Effects Sizes for Meta-analyses: Differences in Physical Activity, Psychological Outcome, and Physical Performance Between Experimental and Control Groups

References

بخشی از مقاله (انگلیسی)

Abstract

Virtual reality (VR) and augmented reality (AR)-enhanced exercise training is a novel approach to promoting health. Previous systematic reviews have focused on the effectiveness of VR interventions in clinical settings. The present study was the first systematic review to investigate the effectiveness of exercise-based VR and AR training as preventive measures in improving physical activity, psychological outcomes, and physical performance of a healthy population when compared with traditional programs and no-exercise controls. This study included 22 research articles published between 1997 and 2017, involving 1,184 participants aged 18 to 79. The results showed a large effect on physical activity (Hedges’ g = 0.83, SE = 0.18), a small to moderate effect on physical performance (Hedges’ g = 0.31, SE = 0.09), and no significant effect on psychological outcomes. VR training programs were particularly shown to be effective for enhancing frequency of physical activity and strength of physical performance. Only two studies examined the effectiveness of AR training programs on physical performance, and the findings concerning those effects were not separately reported. A list of plausible moderators was tested but that variable was not significantly associated with the effects of VR on the three outcomes. Limitations and future directions are discussed.

Introduction

While health authorities around the world have been actively promoting physical exercise in the past decades, the global prevalence of physical inactivity was found stable in the period between 2001 and 2016 (Guthold, Stevens, Riley, & Bull, 2018). About 25% of the world’s adults and 80% of adolescents are physically inactive (WHO, 2018), which may be attributable to urbanization and environmental factors such as high-density traffic and lack of recreation facilities, which in turn hinders participation in physical activity (WHO, n. d.). Physical inactivity is one of the main risk factors for major noncommunicable diseases, causing about 10% of the burden of disease from breast cancer, 10% of colon cancers, 6% of coronary heart disease, and 7% of type 2 diabetes, thus increasing the premature mortality rate by 9% (I.- M. Lee et al., 2012; WHO, 2018). Those factors also correlate with a substantial global economic burden, contributing to $53.8 billion in health care costs, $13.7 billion in productivity losses, and $13.4 million disability-adjusted life-years for a year (Ding et al., 2016). Five hundred thousand deaths are estimated to be preventable annually if participation in physical activity increases by 10% (I.-M. Lee et al., 2012). Research has also shown that physical activity improves mental well-being (e.g., Ho et al., 2017; Ho, Louie, Chow, Wong, & Ip, 2015). The use of virtual and augmented reality technology has been recently considered as a new approach to promoting physical activity and health behavior (Ahn & Fox, 2017). While exercise activities could be affected by environmental factors such as weather, light, and traffic (Salmon, Owen, Crawford, Bauman, & Sallis, 2003), virtual and augmented reality technology with exercise as the innovative intervention may counteract the negative environmental influences on physical activity and enhance the motivation to exercise (Plante, Aldridge, Su, et al., 2003). Reese and Nass (1996) suggest that our human brain is not fully evolved in our responses to mediated representations, thus limiting the capability to distinguish between real and virtual stimuli.