Virtual and “real-life” wall/rock climbing: motor movement comparisons and video gaming pedagogical perceptions

Seth E. Jenny, David P Schary
{"title":"Virtual and “real-life” wall/rock climbing: motor movement comparisons and video gaming pedagogical perceptions","authors":"Seth E. Jenny, David P Schary","doi":"10.1080/19346182.2015.1118110","DOIUrl":null,"url":null,"abstract":"Abstract The purpose of this study was to examine similarites and differences between motion-based video games (MBVGs) and “real-life” wall/rock climbing and determine the perceived usefulness of utilizing MBVGs when trying to teach someone how to authentically wall/rock climb. A mixed-methods multi-phase intervention with two randomized groups – wall/rock climbing first (WF; n = 12) and MBVGs first (GF; n = 12) utilizing Xbox One’s Kinect Sports Rivals Rock Climbing – was used. All participants had no prior climbing experience. Results indicated the participants perceived MBVGs and authentic wall/rock climbing were similar concerning climbing tactics/strategies and arm movements, but were different regarding effort and leg, finger/grip, and jumping movements. Moreover, both the MBVGs and “real-life” wall/rock climbing experiences were needed for a significant difference in the participants’ perceived understanding of both the necessary motor skills and tactics/strategies needed to wall/rock climb. In sum, MBVGs may be used as a pedagogical tool to teach strategies of wall/rock climbing, particularly with beginners or those with special needs, but caution must be heeded due to perceived effort and lower extremity movement differences compared to authentic climbing.","PeriodicalId":237335,"journal":{"name":"Sports Technology","volume":"21 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"10","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Sports Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/19346182.2015.1118110","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 10

Abstract

Abstract The purpose of this study was to examine similarites and differences between motion-based video games (MBVGs) and “real-life” wall/rock climbing and determine the perceived usefulness of utilizing MBVGs when trying to teach someone how to authentically wall/rock climb. A mixed-methods multi-phase intervention with two randomized groups – wall/rock climbing first (WF; n = 12) and MBVGs first (GF; n = 12) utilizing Xbox One’s Kinect Sports Rivals Rock Climbing – was used. All participants had no prior climbing experience. Results indicated the participants perceived MBVGs and authentic wall/rock climbing were similar concerning climbing tactics/strategies and arm movements, but were different regarding effort and leg, finger/grip, and jumping movements. Moreover, both the MBVGs and “real-life” wall/rock climbing experiences were needed for a significant difference in the participants’ perceived understanding of both the necessary motor skills and tactics/strategies needed to wall/rock climb. In sum, MBVGs may be used as a pedagogical tool to teach strategies of wall/rock climbing, particularly with beginners or those with special needs, but caution must be heeded due to perceived effort and lower extremity movement differences compared to authentic climbing.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
虚拟和“现实”攀岩:运动运动比较和电子游戏教学观念
本研究的目的是检验基于动作的电子游戏(mbvg)与“现实生活”攀岩的异同,并确定在试图教某人如何真正地攀岩时,使用mbvg的感知有用性。一种混合方法的多阶段干预,分为两个随机分组:首先是攀岩/攀岩(WF);n = 12)和mbvg (GF;n = 12)使用Xbox One的Kinect Sports Rivals Rock攀岩游戏。所有参与者之前都没有攀岩经验。结果表明,被试感知的MBVGs攀岩和真实攀岩在攀岩战术/策略和手臂动作方面相似,但在努力、腿部、手指/握力和跳跃动作方面存在差异。此外,mbvg和“现实生活”攀岩经历对参与者对攀岩所需的运动技能和战术/策略的感知理解有显著差异。总之,mbvg可以作为一种教学工具来教授攀岩策略,特别是对初学者或有特殊需求的人,但由于与真实攀岩相比,感知到的努力和下肢运动的差异,必须注意。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Video capture and post-processing technique for approximating 3D projectile trajectory Reliability of an electromagnetic tracking system in describing pitching mechanics Body position and technique effects on displacement in the dyno maneuver in rock climbing Virtual and “real-life” wall/rock climbing: motor movement comparisons and video gaming pedagogical perceptions A fencing robot for performance testing in elite fencers
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1