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체감형 VR 게임이 기분상태 변화와 운동 효과에 미치는 영향
서성우 ( Seo Seong-woo ),고경훈 ( Ko Kyung-hoon ),박상국 ( Park Sang-gook ),허정훈 ( Huh Jung-hoon ) 한국스포츠심리학회 2021 한국스포츠심리학회지 Vol.32 No.4
Purpose: The purpose of this study is to analyze differences in mood conditions and exercise effects among groups and provide basic data on physical activities after Covid-19 by conducting a motion-based VR game program for four weeks. Methods: Physical activity program participants were classified into two groups(Experimental group, 9; Comparison group, 9) by random assignments. Based on the data collected for four weeks, the repeated measures ANOVA(RM ANOVA) method was used to determine the difference in mood state change levels and motor effects between groups. Results: It was found that both groups reduced negative factors in mood and improved positive factors. On the other hand, no significant difference was found between groups. The maximum heart rate and exercise awareness level were significantly reduced, indicating that there was an exercise effect. Conclusion: The above results are significant in that they verified that motion-based VR games lower negative factors of mood and improve positive factors, and that they have a similar level of exercise effect to offline physical activities. motion-based VR games that can be enjoyed alone without time and space constraints are expected to provide optimal user experience as a substitute for physical activities after COVID-19, and customized programs for people with limited physical activities such as disabilities, obesity, and the elderly should be actively developed.