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Play vs exergaming: A conceptual analysis as to why exergaming is not play

Yıl 2021, Cilt: 7 Sayı: 4, 141 - 151, 31.12.2021
https://doi.org/10.31459/turkjkin.1015139

Öz

The fields of kinesiology and public health promotion have significantly invested in the potential for on-line, digitally mediated exergaming to promote higher levels of physical activity and so to reduce disconcertingly high levels of obesity in the USA. The proponents of exergaming attempt to tie exercise to play in order to make exercise fun and sustainable over time. Drawing on Huizinga’s Homo Ludens, the purpose of this concept-based paper was to conceptually analyze the motivational resources provided by true play in contrast to the engineered instrumental design of exergaming. The analysis furthermore explains the disappointing results of studies to date on the effects of exergaming. According to Huizinga, play is undertaken for its own sake, for the lived experience of joy, tension, creativity, and release. In contrast, exergaming emphasizes measurable objectives to lose weight and reduce morbidity and mortality rates. This pressure to meet biological needs appears not to be enjoyable like in true play, and, ironically, exergaming is more likely to harm rather than improve users’ health. Physical activity experts need to emphasize the true elements of playful movement for the felt experiences it can afford, including artistic expression, dance, and recreational games at schools, neighborhoods, and local parks.

Destekleyen Kurum

Louisiana State University, Baton Rouge, LA, USA

Proje Numarası

n/a

Kaynakça

  • Aarseth, E. (2017). Just games. The International Journal of Computer Game Research, 17(1), 1.
  • Bakhtin, M. M. (1981). The dialogic imagination: Four essays. University of Texas Press.
  • Baranowski, T. (2017). Exergaming: Hope for future physical activity? Or blight on mankind? Journal of Sport and Health Science, 6(1), 44-46.
  • Bekoff, M., & Pierce, J. (2009). Wild justice: The moral lives of animals. Chicago University Press.
  • Bellah, R. N. (2011). Religion in human evolution: From the Paleolithic to the Axial Age. The Belknap Press of Harvard University Press.
  • Benzing, V., & Schmidt, M. (2018). Exergaming for children and adolescents: Strengths, weaknesses, opportunities and threats. Journal of Clinical Medicine 7(11), 422.
  • Berlyne, D. E. (1960). Conflict, arousal, and curiosity. McGraw-Hill Book Company.
  • Bogost, I. (2007). Persuasive games: The expressive power of videogames. Cambridge. The MIT Press.
  • Burghardt, G. M. (2005). The genesis of animal play. Testing the limits. The MIT Press.
  • Csíkszentmihályi, M. (2008). Flow: The psychology of optimal experience. Harper Collins Publishers.
  • Dangkrueng, S., WannaUeumol, T., Yodming, P., & Sirithongthaworn, S. (2013). Relationships between Internet addiction and loneliness, and Internet addiction and teenage social skills: A case study of Mathayom Suksa students in the Northern Region. International Journal of Child Development and Mental Health, 1(2), 26-30.
  • De Waal, F. B. M. (1996). Good natured: The origins of right and wrong in humans and other animals. Harvard University Press.
  • Gadamer, H-G. (1989). Truth and method. Crossroad.
  • Gadamer, H-G. (2012). Truth and Method (2nd edition) (J. Weinsheimer & D. J. Marshall, Revised Trans.). Continuum International Publishing Group. (Original work published 1975).
  • Goffman, E. (1974). Frame analysis: An essay on the organization of experience. Northeaster University Press.
  • Handrigan, J. P. (2013, April 14). Nintendo’s disruptive strategy: Implications for the video game industry. Asia Case Research Center: The University of Hong Kong. http://secure.expertsmind.com/attn_files/1660_cob-nintendos%20disruptive%20strategy.pdf
  • Haseltine, W. A. (2020, November 24). The mental health toll of COVID-19: Some American communities carry a disproportionate burden. Psychology Today. https://www.psychologytoday.com/us/blog/best-practices-in-health/202011/the-mental-health-toll-covid-19
  • Henricks, T. (2008). The nature of play: An overview. American Journal of Play, 1(2), 1-24.
  • Huizinga, J. (1950). Homo Ludens: A study of the play-element in culture. Roy Publishers.
  • Khalili-Mahani, N, Smyrnova, A., & Kakinami, L. (2019). To each stress its own screen: A cross-sectional survey of the patterns of stress and various screen uses in relation to self-admitted screen addiction. Journal of Medical Internet Research, 21(4), e11485.
  • Kosma, M., & Buchanan, D. R. (2018). “Connect,” log it, track it, go! Techne—not technology—and embodiment to achieve phronesis in exercise promotion. Quest, 70 (1), 100-113.
  • Kosma, M., & Buchanan, D. R. (2019). Aspects of depression among socio-economically disadvantaged African American young adults. International Quarterly of Community Health Education, 39(4), 199-207.
  • Kosma, M., & Buchanan, D. R. (2021, Key Book Article). Reconsidering the push for digitized physical activity education in lieu of the intrinsic value of embodied action (pp. 63-71). In C. Steinberg & B. Bonn (Eds.), Digitalisierung und Sportwissenschaft [Digitization and Sports Science]. Academia. www.nomos-shop.de/isbn/978-3-98572-002-6
  • Kosma, M., & Erickson, N. (2020a). The embodiment of aerial practice: Body, mind, emotion. Journal of Dance Education, 20(4), 224-233.
  • Kosma, M., & Erickson, N. (2020b). The love of aerial practice: Art, embodiment, phronesis. International Journal of Kinesiology and Sports Science, 8(1), 14-25.
  • Kosma, M., Erickson, N., Savoie, C. J., & Gibson, M. (2020). The effectiveness of performative aerial practice on mental health and the love of movement. Advance online publication on 7/3/20. Research in Dance Education, https://doi.org/10.1080/14647893.2020.1784868
  • Kosma, M., Erickson, N., Savoie, C. J., & Gibson, M. (2021). Skill development vs. performativity among beginners in aerial practice: An embodied and meaningful learning experience. International Quarterly of Community Health Education, 41(2), 173-187.
  • Kuss, D. J., Griffiths, M. D., Karila, L., & Billieux, J. (2014). Internet addiction: A systematic review of epidemiological research for the last decade. Current Pharmaceuticals Design 20, (25), 4026-4052.
  • LeBlanc, A. G., Jean-Philippe C., McFarlane, A., Colley, R. C., Thivel, D., Biddle, S. J. H., Maddison, R., Leatherdale, S. T., & Tremblay, M. S. (2013). Active video games and health indicators in children and youth: A systematic review. PLoS One, 8, e65351.
  • Lloyd, R. (2016). Becoming physically literate for life: Embracing the functions, forms, feelings and flows of alternative and mainstream physical activity. Journal of Teaching in Physical Education, 35(2), 107-116.
  • MacIntyre, A. (2015). After virtue: A study in moral theory. (3rd edition). University of Notre Dame Press.
  • Merleau-Ponty, M. (2014). Phenomenology of perception (D. A. Landes, Trans.). Routledge. (Original work published 1945).
  • Mitchell, L. (2018, December 19). Seriously learned: Dr. Laura Mitchell is… seriously learned: Are we Homo Ludens? Huizinga’s 5-point definition of play. https://drlauramitchell.com/2018/12/19/defining-play/
  • O’Leary, K. C. O., Pontifex, M. B., Scudder, M. R., Brown, M. L., & Hillman, C. H. (2011). The effects of single bouts of aerobic exercise, exergaming, and videogame play on cognitive control. Clinical Neurophysiology, 122(8), 1518-1525.
  • Pedersen, S. J., Cooley, P. D., & Cruickshank, V. J. (2017). Caution regarding exergames: A skill acquisition perspective. Physical Education and Sport Pedagogy, 22(3), 246-256.
  • Paw, M. C. A,, Wietske, J., Vaessen, E. P. G., Titze, S., & van Mechelen, W. (2008). The motivation of children to play an active video game. Journal of Science and Medicine in Sport, 11, 163–166.
  • Resnick, L. (2012, March 08). Exergames: A new step toward fitness? Harvard Health Letter. https://www.health.harvard.edu/blog/exergames-a-new-step-toward-fitness-201203084470
  • Rodriguez, H. (2006). The playful and the serious: An approximation to Huizinga's Homo Ludens. The International Journal of Computer Game Research, 6(1), 1-18.
  • Sall, A., & Grinter, R. E. (2007). Let’s get physical! In, out and around the gaming circle of physical gaming at home. Computer Supported Cooperative Work, 16(1), 199-229.
  • Sartre, J-P. (2003). Being and nothingness: An essay on phenomenological ontology (H. E. Barnes, Trans.). Routledge. (Original work published 1943).
  • Sayer, A. (2011). Why things matter to people: Social science, values and ethical life. Cambridge University Press.
  • Segar, M., Spruijt-Metz, D., & Nolen-Hoeksema, S. (2006). Go figure? body-shape motives are associated with decreased physical activity participation among midlife women. Sex Roles, 54(3), 175-187.
  • Sheets-Johnstone, M. (2003). Child’s play: A multidisciplinary perspective. Human Studies, 26(4), 409–430.
  • Smart, J. J. C., & Williams, B. (1973). Utilitarianism for and against. Cambridge University Press.
  • Smith, L., Jacob, L., Trott, M., Yakkundi, A., Butler, L., Barnett, Y., Armstrong, N. C., McDermott, D., Schuch, F., Meyer, J., Lόpez-Bueno, R., Guillermo, F., Lόpez, S., Declan, B., & Tully, M. A. (2020). The association between screen time and mental health during COVID-19: A cross sectional study. Psychiatry Research, 292, e113333.
  • Staiano, A. E., Beyl, R. A., Hsia, D. S., Katzmarzyk, P. T., & Newton Jr., R. L. (2017). Twelve weeks of dance exergaming in overweight and obese adolescent girls: Transfer effects on physical activity, screen time, and self-efficacy. Journal of Sport and Health Science, 6(1), 4–10.
  • Statistica. (2020). Digital Market Outlook: Fitness: Worldwide. Retrieved June 10, from https://www.statista.com/outlook/313/100/fitness/worldwide
  • Tchang, B. G., Saunders, K. H., & Igel, L. L. (2021). Best practices in the management of overweight and obesity. Medical Clinic of North America, 105(1), 149-174.
  • Thompson, W. R. (2018). Worldwide survey of fitness trends for 2019. ACSM’s Health & Fitness Journal, 21(6), 10-19.
  • Trust for America’s Health. (2020). The state of obesity: Better policies for a healthier America. Retrieved June 25, 2021, from https://www.tfah.org/report-details/state-of-obesity-2020/
  • Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.
  • White, C. (2004). The middle mind: Why Americans don’t think for themselves. HarperCollins Publishers, Inc.
  • Wolf, S. (2010). Meaning in life and why it matters. Princeton University Press.
Yıl 2021, Cilt: 7 Sayı: 4, 141 - 151, 31.12.2021
https://doi.org/10.31459/turkjkin.1015139

Öz

Proje Numarası

n/a

Kaynakça

  • Aarseth, E. (2017). Just games. The International Journal of Computer Game Research, 17(1), 1.
  • Bakhtin, M. M. (1981). The dialogic imagination: Four essays. University of Texas Press.
  • Baranowski, T. (2017). Exergaming: Hope for future physical activity? Or blight on mankind? Journal of Sport and Health Science, 6(1), 44-46.
  • Bekoff, M., & Pierce, J. (2009). Wild justice: The moral lives of animals. Chicago University Press.
  • Bellah, R. N. (2011). Religion in human evolution: From the Paleolithic to the Axial Age. The Belknap Press of Harvard University Press.
  • Benzing, V., & Schmidt, M. (2018). Exergaming for children and adolescents: Strengths, weaknesses, opportunities and threats. Journal of Clinical Medicine 7(11), 422.
  • Berlyne, D. E. (1960). Conflict, arousal, and curiosity. McGraw-Hill Book Company.
  • Bogost, I. (2007). Persuasive games: The expressive power of videogames. Cambridge. The MIT Press.
  • Burghardt, G. M. (2005). The genesis of animal play. Testing the limits. The MIT Press.
  • Csíkszentmihályi, M. (2008). Flow: The psychology of optimal experience. Harper Collins Publishers.
  • Dangkrueng, S., WannaUeumol, T., Yodming, P., & Sirithongthaworn, S. (2013). Relationships between Internet addiction and loneliness, and Internet addiction and teenage social skills: A case study of Mathayom Suksa students in the Northern Region. International Journal of Child Development and Mental Health, 1(2), 26-30.
  • De Waal, F. B. M. (1996). Good natured: The origins of right and wrong in humans and other animals. Harvard University Press.
  • Gadamer, H-G. (1989). Truth and method. Crossroad.
  • Gadamer, H-G. (2012). Truth and Method (2nd edition) (J. Weinsheimer & D. J. Marshall, Revised Trans.). Continuum International Publishing Group. (Original work published 1975).
  • Goffman, E. (1974). Frame analysis: An essay on the organization of experience. Northeaster University Press.
  • Handrigan, J. P. (2013, April 14). Nintendo’s disruptive strategy: Implications for the video game industry. Asia Case Research Center: The University of Hong Kong. http://secure.expertsmind.com/attn_files/1660_cob-nintendos%20disruptive%20strategy.pdf
  • Haseltine, W. A. (2020, November 24). The mental health toll of COVID-19: Some American communities carry a disproportionate burden. Psychology Today. https://www.psychologytoday.com/us/blog/best-practices-in-health/202011/the-mental-health-toll-covid-19
  • Henricks, T. (2008). The nature of play: An overview. American Journal of Play, 1(2), 1-24.
  • Huizinga, J. (1950). Homo Ludens: A study of the play-element in culture. Roy Publishers.
  • Khalili-Mahani, N, Smyrnova, A., & Kakinami, L. (2019). To each stress its own screen: A cross-sectional survey of the patterns of stress and various screen uses in relation to self-admitted screen addiction. Journal of Medical Internet Research, 21(4), e11485.
  • Kosma, M., & Buchanan, D. R. (2018). “Connect,” log it, track it, go! Techne—not technology—and embodiment to achieve phronesis in exercise promotion. Quest, 70 (1), 100-113.
  • Kosma, M., & Buchanan, D. R. (2019). Aspects of depression among socio-economically disadvantaged African American young adults. International Quarterly of Community Health Education, 39(4), 199-207.
  • Kosma, M., & Buchanan, D. R. (2021, Key Book Article). Reconsidering the push for digitized physical activity education in lieu of the intrinsic value of embodied action (pp. 63-71). In C. Steinberg & B. Bonn (Eds.), Digitalisierung und Sportwissenschaft [Digitization and Sports Science]. Academia. www.nomos-shop.de/isbn/978-3-98572-002-6
  • Kosma, M., & Erickson, N. (2020a). The embodiment of aerial practice: Body, mind, emotion. Journal of Dance Education, 20(4), 224-233.
  • Kosma, M., & Erickson, N. (2020b). The love of aerial practice: Art, embodiment, phronesis. International Journal of Kinesiology and Sports Science, 8(1), 14-25.
  • Kosma, M., Erickson, N., Savoie, C. J., & Gibson, M. (2020). The effectiveness of performative aerial practice on mental health and the love of movement. Advance online publication on 7/3/20. Research in Dance Education, https://doi.org/10.1080/14647893.2020.1784868
  • Kosma, M., Erickson, N., Savoie, C. J., & Gibson, M. (2021). Skill development vs. performativity among beginners in aerial practice: An embodied and meaningful learning experience. International Quarterly of Community Health Education, 41(2), 173-187.
  • Kuss, D. J., Griffiths, M. D., Karila, L., & Billieux, J. (2014). Internet addiction: A systematic review of epidemiological research for the last decade. Current Pharmaceuticals Design 20, (25), 4026-4052.
  • LeBlanc, A. G., Jean-Philippe C., McFarlane, A., Colley, R. C., Thivel, D., Biddle, S. J. H., Maddison, R., Leatherdale, S. T., & Tremblay, M. S. (2013). Active video games and health indicators in children and youth: A systematic review. PLoS One, 8, e65351.
  • Lloyd, R. (2016). Becoming physically literate for life: Embracing the functions, forms, feelings and flows of alternative and mainstream physical activity. Journal of Teaching in Physical Education, 35(2), 107-116.
  • MacIntyre, A. (2015). After virtue: A study in moral theory. (3rd edition). University of Notre Dame Press.
  • Merleau-Ponty, M. (2014). Phenomenology of perception (D. A. Landes, Trans.). Routledge. (Original work published 1945).
  • Mitchell, L. (2018, December 19). Seriously learned: Dr. Laura Mitchell is… seriously learned: Are we Homo Ludens? Huizinga’s 5-point definition of play. https://drlauramitchell.com/2018/12/19/defining-play/
  • O’Leary, K. C. O., Pontifex, M. B., Scudder, M. R., Brown, M. L., & Hillman, C. H. (2011). The effects of single bouts of aerobic exercise, exergaming, and videogame play on cognitive control. Clinical Neurophysiology, 122(8), 1518-1525.
  • Pedersen, S. J., Cooley, P. D., & Cruickshank, V. J. (2017). Caution regarding exergames: A skill acquisition perspective. Physical Education and Sport Pedagogy, 22(3), 246-256.
  • Paw, M. C. A,, Wietske, J., Vaessen, E. P. G., Titze, S., & van Mechelen, W. (2008). The motivation of children to play an active video game. Journal of Science and Medicine in Sport, 11, 163–166.
  • Resnick, L. (2012, March 08). Exergames: A new step toward fitness? Harvard Health Letter. https://www.health.harvard.edu/blog/exergames-a-new-step-toward-fitness-201203084470
  • Rodriguez, H. (2006). The playful and the serious: An approximation to Huizinga's Homo Ludens. The International Journal of Computer Game Research, 6(1), 1-18.
  • Sall, A., & Grinter, R. E. (2007). Let’s get physical! In, out and around the gaming circle of physical gaming at home. Computer Supported Cooperative Work, 16(1), 199-229.
  • Sartre, J-P. (2003). Being and nothingness: An essay on phenomenological ontology (H. E. Barnes, Trans.). Routledge. (Original work published 1943).
  • Sayer, A. (2011). Why things matter to people: Social science, values and ethical life. Cambridge University Press.
  • Segar, M., Spruijt-Metz, D., & Nolen-Hoeksema, S. (2006). Go figure? body-shape motives are associated with decreased physical activity participation among midlife women. Sex Roles, 54(3), 175-187.
  • Sheets-Johnstone, M. (2003). Child’s play: A multidisciplinary perspective. Human Studies, 26(4), 409–430.
  • Smart, J. J. C., & Williams, B. (1973). Utilitarianism for and against. Cambridge University Press.
  • Smith, L., Jacob, L., Trott, M., Yakkundi, A., Butler, L., Barnett, Y., Armstrong, N. C., McDermott, D., Schuch, F., Meyer, J., Lόpez-Bueno, R., Guillermo, F., Lόpez, S., Declan, B., & Tully, M. A. (2020). The association between screen time and mental health during COVID-19: A cross sectional study. Psychiatry Research, 292, e113333.
  • Staiano, A. E., Beyl, R. A., Hsia, D. S., Katzmarzyk, P. T., & Newton Jr., R. L. (2017). Twelve weeks of dance exergaming in overweight and obese adolescent girls: Transfer effects on physical activity, screen time, and self-efficacy. Journal of Sport and Health Science, 6(1), 4–10.
  • Statistica. (2020). Digital Market Outlook: Fitness: Worldwide. Retrieved June 10, from https://www.statista.com/outlook/313/100/fitness/worldwide
  • Tchang, B. G., Saunders, K. H., & Igel, L. L. (2021). Best practices in the management of overweight and obesity. Medical Clinic of North America, 105(1), 149-174.
  • Thompson, W. R. (2018). Worldwide survey of fitness trends for 2019. ACSM’s Health & Fitness Journal, 21(6), 10-19.
  • Trust for America’s Health. (2020). The state of obesity: Better policies for a healthier America. Retrieved June 25, 2021, from https://www.tfah.org/report-details/state-of-obesity-2020/
  • Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Harvard University Press.
  • White, C. (2004). The middle mind: Why Americans don’t think for themselves. HarperCollins Publishers, Inc.
  • Wolf, S. (2010). Meaning in life and why it matters. Princeton University Press.
Toplam 53 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Fiziksel Aktivite ve Sağlık
Bölüm Review Articles
Yazarlar

Maria Kosma 0000-0002-5892-4156

Proje Numarası n/a
Yayımlanma Tarihi 31 Aralık 2021
Gönderilme Tarihi 26 Ekim 2021
Kabul Tarihi 7 Aralık 2021
Yayımlandığı Sayı Yıl 2021 Cilt: 7 Sayı: 4

Kaynak Göster

APA Kosma, M. (2021). Play vs exergaming: A conceptual analysis as to why exergaming is not play. Turkish Journal of Kinesiology, 7(4), 141-151. https://doi.org/10.31459/turkjkin.1015139

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