提高宇航员的健身

A new study protocol,今天出版BMC心理学explores how exercise video games can improve astronauts motivation to exercise. Here, authorDeborah L. Feltz告诉我们有关正在进行的研究的更多信息。

Keeping up one’s physical fitness is a battle for anyone, but trying to stay fit in outer space, where living quarters are cramped and the exercise regimen is rigorous and monotonous, is an extra challenge. Exercise is extremely important during space travel because prolonged weightlessness decreases muscle strength, bone density, and cardiovascular functioning. Motivation and adherence to high intensity exercise, coupled with a socially isolating environment with atypical access to social support, may be compromised. Exercising with a partner can help with motivation, but that is not possible for astronauts where space and exercise equipment is limited. Even using earth-based virtual partners is impractical due to reduced communication and scheduling, especially the further one goes into deep space.

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我们获得了美国国家航空航天局国家太空生物医学研究所的研究赠款,正在探索宇航员通过使用练习效率游戏(Exergame)与软件生成的合作伙伴一起进行长期延长空间飞行时保持锻炼的最佳方法那是拟人化的,但显然是人造和合成的。我们的软件生成的合作伙伴纳入了群体动力学原则(社交群体内部或之间发生的行为和心理过程),例如向上的社会比较和团体成就的不可或缺的能力,以解决缺乏积极的体育锻炼的动力(即,努力)。

Of course, we can’t conduct our research with astronauts themselves at this stage, so have recruited men and women, ages 35 to 62 (the average age of an astronaut is 48), who were as physically healthy as astronauts, to test our exergame and software-generated partner.

间隔 - 轨道

我们正在使用涉及固定自行车的电动机,在高强度间隔训练条件下,个人在带有软件生成合作伙伴的各种自行车道上进行锻炼。对伴侣进行编程,以优于练习者(向上的社会比较),并成为队友,在该队友中,团队得分(锻炼努力)基于较弱的伴侣,从而创造了价值和不可或缺的感觉(不要让伴侣让伴侣向下)为锻炼者。

我们一直在测试游戏的各种功能和合作伙伴的不同版本,以查看哪些最有效的工作,以保持参与的练习者在6个月的时间内以每周6天的剧烈强度锻炼,以尽力而为。

虽然这项研究很重要,因为宇航员,我t also has practical applications for those of us who remain earth-bound. Interpersonal and social concerns (for comparing favorably with others or for not letting a partner down) have the potential to add powerful sources of motivation to exercise. These sources of motivation could open up a set of new tools in exergame design for fitness, especially for those with social physique anxiety, those who lack the time and/or resources to join an exercise group, and those in exercise rehabilitation therapies. None of the existing exercise games currently on the market incorporate the critical design features suggested by contemporary social psychological research, particularly research on motivation gains in task groups (namely immediate feedback on performance of one or more other players, the ability to control the discrepancy in abilities of players, and most importantly, the indispensability of individual player effort for determining group outcomes). Thus, our research has the potential for earth-based commercial applications to build more engaging and enjoyable exercise video games for various populations.

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