The study, which appears in the Games for Health Journal, is the first to indicate that although a human partner is still a better motivator during exercise, a software-generated partner also can be effective.
“We wanted to demonstrate that something that isn’t real can still motivate people to give greater effort while exercising than if they had to do it by themselves,” says Deborah Feltz, a professor in Michigan State University’s kinesiology department who led the study with co-investigator Brian Winn, associate professor in the College of Communication Arts and Sciences.
The implications from the research also could open the door for software and video game companies to create cyber buddy programs based on sport psychology.
“Unlike many of the current game designs out there, these results could allow developers to create exercise platforms that incorporate team or partner dynamics that are based on science,” says Feltz.
VIRTUAL BUDDY
Using “CyBud-X,” an exercise game specifically developed for Feltz’s research, 120 college-aged participants were given five different isometric plank exercises to do with one of three same-sex partner choices.
Along with a human partner option, two software-generated buddies were used—one representing what looked to be a nearly human partner and another that looked animated. The participant and partner image were then projected onto a screen via a web camera while exercising.
The results showed that a significant motivational gain was observed in all partner conditions.
“Even though participants paired with a human partner held their planks, on average, one minute and 20 seconds longer than those with no partner, those paired with one of the software-generated buddies still held out, on average, 33 seconds longer,” says Feltz.
PART OF A TEAM
Much of Feltz’s research in this area has focused on the Köhler Motivation Effect, a phenomenon that explains why people, who may not be adept exercisers themselves, perform better with a moderately better partner or team as opposed to working out alone.
Her findings give credence that programs such as “CyBud-X” can make a difference in the way people perform.
“We know that people tend to show more effort during exercise when there are other partners involved because their performance hinges on how the entire team does,” she says. “The fact that a nonhuman partner can have a similar effect is encouraging.”
The National Institutes of Health funded the study.
一項(xiàng)新的研究顯示,一個(gè)虛擬伙伴可以讓鍛煉熱愛(ài)者,還有那些不那么狂熱的鍛煉者,在鍛煉過(guò)程中獲得額外動(dòng)力。
該研究刊載于《游戲健康雜志》(Games for Health Journal),首次指出盡管擁有一個(gè)人類(lèi)伙伴仍舊是在鍛煉中更好的動(dòng)力,但是,軟件生成的虛擬伙伴也同樣有效。
密歇根州立大學(xué)人體運(yùn)動(dòng)學(xué)院教授黛博拉·菲爾茲與交流藝術(shù)和科學(xué)學(xué)院副教授布萊恩·韋恩(Brian Winn)共同負(fù)責(zé)該項(xiàng)研究。菲爾茲說(shuō):“我們想要證明一些虛擬的事物仍舊可以激勵(lì)人們?cè)阱憻挄r(shí)比他們平時(shí)自己做時(shí)更加努力。”
該項(xiàng)研究的結(jié)果也會(huì)啟發(fā)軟件和電子游戲公司制作基于運(yùn)動(dòng)心理學(xué)的虛擬伙伴程序。
菲爾茲說(shuō):“不像一些現(xiàn)存的游戲設(shè)計(jì),研究的結(jié)果可以讓開(kāi)發(fā)者制作鍛煉平臺(tái),科學(xué)地在平臺(tái)中收錄團(tuán)隊(duì)或是伙伴可以給人帶來(lái)的動(dòng)力。”
虛擬伙伴
使用專(zhuān)為菲爾茲研究設(shè)計(jì)的鍛煉游戲——“CyBud-X”,120名20多歲的參與者進(jìn)行五種不同的可提高肌肉張力的平板支撐鍛煉,他們要從3名同性中挑出一位作為自己的伙伴。
在試驗(yàn)中,一個(gè)人除了一名人類(lèi)伙伴,還有兩個(gè)軟件生成伙伴——一個(gè)看起來(lái)與人類(lèi)伙伴相近,另一個(gè)則看起來(lái)十分卡通。在鍛煉中,參與鍛煉者和伙伴的圖像將會(huì)通過(guò)網(wǎng)絡(luò)攝像頭投射在大屏幕上。
結(jié)果顯示,在所有有伙伴的情況下,參與者的動(dòng)力都大大提高了。
菲爾茲說(shuō):“盡管擁有人類(lèi)伙伴的參與者平均平板支撐能保持1分鐘,這比沒(méi)有伙伴的參與者多了20秒,但是那些有軟件生成虛擬伙伴的參與者則可以再多保持33秒。”
團(tuán)隊(duì)的一部分
在菲爾茲這里領(lǐng)域的許多研究,都注重“克勒動(dòng)機(jī)效應(yīng)”(The Köhler Motivation Effect)。這是一個(gè)現(xiàn)象,用來(lái)解釋為什么人,盡管有時(shí)并沒(méi)有親身進(jìn)行鍛煉,但在與一個(gè)表現(xiàn)更好的伙伴或是團(tuán)隊(duì)中會(huì)比獨(dú)自一人鍛煉表現(xiàn)的更好。
她的發(fā)現(xiàn)使得像“CyBud-X”這樣可以改變?nèi)藗冃袨榉绞降捻?xiàng)目得到認(rèn)可。
她說(shuō):“我們知道,當(dāng)在鍛煉中有其他伙伴參與的時(shí)候,人們傾向于表現(xiàn)的更為賣(mài)力。因?yàn)樗麄兊谋憩F(xiàn)與整個(gè)團(tuán)隊(duì)的表現(xiàn)息息相關(guān)。事實(shí)上,一個(gè)非人類(lèi)伙伴同樣可以有鼓舞人心的作用。”
該研究由美國(guó)國(guó)家衛(wèi)生研究院資助。
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