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Twelve weeks of dance exergaming in overweight and obese adolescent girls:Transfer effects on physical activity,screen time,and self-efficacy 被引量:9
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作者 Amanda E.Staiano Robbie A.Beyl +2 位作者 Daniel S.Hsia Peter T.Katzmarzyk Robert L.Newton Jr 《Journal of Sport and Health Science》 SCIE 2017年第1期4-10,127,共8页
Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA f... Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA from one context to another, exergames(i.e., video games that require gross motor activity) may act as a gateway to promote overall PA outside game play. The purpose of this study was to examine potential transfer effects(i.e., influences on external behaviors and psychological constructs) of a 12-week exergaming intervention on adolescent girls' PA, screen time,and self-efficacy toward PA, as well as the intrinsic motivation of exergaming.Methods: Participants were 37 girls aged 14–18 years(65% African American, 35% white) who were overweight or obese(body mass index ≥ 85 th percentile) and were recruited from the community via school, physicians, news media, and social media websites. Adolescents were randomly assigned to a 12-week group exergaming intervention(thirty-six 60 min sessions of group-based dance exergaming in a research laboratory using Kinect for Xbox360(Microsoft Corporation, Redmond, WA, USA)) or to a no-treatment control group. Outcome variables included objectively measured PA(total) and self-reported leisure-time PA(discretionary time only) 1 week before vs. 1 week after the intervention; selected type and intensity of PA when placed in a gym setting for 30 min("cardio free choice"); screen time; self-efficacy toward PA; and intrinsic motivation toward exergaming.Results: Attendance at the exergaming sessions was high(80%). Compared with the control group, the intervention group self-reported an increase in PA(p = 0.035) and fewer hours watching television or videos(p = 0.01) after the intervention, but there were no significant differences in sedentary, light, moderate, or vigorous PA measured by accelerometry. The intervention group significantly improved self-efficacy toward PA(p = 0.028). The intervention group highly rated intrinsic motivation toward exergaming.Conclusion: Exergaming for 12 weeks was associated with positive impacts on adolescent girls' self-reported PA, television viewing, self-efficacy,and intrinsic motivation. Future research is warranted to leverage exergames as an enjoyable, motivating, and effective PA tool. 展开更多
关键词 Active video games Leisure activity Motivation screen time SELF-EFFICACY Television
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屏幕体育:后现代的体育传播图景 被引量:3
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作者 杨剑锋 姜威 《上海体育学院学报》 CSSCI 北大核心 2021年第5期21-28,共8页
借鉴后现代理论和西方屏幕研究成果,以文字体育新闻、体育赛事转播、体育电子游戏3种现代体育传播现象作为考察对象,解析在从纸张到屏幕、从电视到手机、从大屏幕到小屏幕的演变过程中体育的价值意义与文化精神的变化。认为:屏幕体育不... 借鉴后现代理论和西方屏幕研究成果,以文字体育新闻、体育赛事转播、体育电子游戏3种现代体育传播现象作为考察对象,解析在从纸张到屏幕、从电视到手机、从大屏幕到小屏幕的演变过程中体育的价值意义与文化精神的变化。认为:屏幕体育不仅改变了体育传播的面貌,也塑造了新型的体育文化;屏幕成为联系体育本身与体育受众的纽带,其模糊了屏幕体育与现实体育的差距;屏幕生成的体育图像成为现代体育的表征,"观看"成为受众与体育产生联系的主要途径。 展开更多
关键词 屏幕体育 体育传播 屏幕媒体 体育新闻 体育赛事 体育电子游戏 后现代
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论游戏主播的法律地位及直播行为的合理使用问题——对“梦幻西游”二审判决的思考
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作者 王起明 《宁波广播电视大学学报》 2021年第1期76-82,共7页
近日,"梦幻西游"二审判决再次引起人们对游戏直播行为之合理性的讨论。判决中游戏直播行为虽不受我国表演权控制,但从"表演"定义和国际条约出发,直播行为应视为表演行为。游戏主播享有表演者权,并可以通过反不正当... 近日,"梦幻西游"二审判决再次引起人们对游戏直播行为之合理性的讨论。判决中游戏直播行为虽不受我国表演权控制,但从"表演"定义和国际条约出发,直播行为应视为表演行为。游戏主播享有表演者权,并可以通过反不正当竞争法维护自身权益。另外,直播行为是否构成合理使用是一个个案问题,并不能得出一个统一的结论。通过合理使用抗辩路径对游戏直播进行保护也不是一个极佳的选择,我们应该去选择新的路径,如通过集体管理组织的方式去平衡各方利益,实现游戏产业长期健康发展。 展开更多
关键词 游戏画面 游戏直播 游戏主播 合理使用
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