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.
一項新的研究顯示,一個虛擬伙伴可以讓鍛煉熱愛者,還有那些不那么狂熱的鍛煉者,在鍛煉過程中獲得額外動力。
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人類伙伴仍舊是在鍛煉中更好的動力,但是,軟件生成的虛擬伙伴也同樣有效。
密歇根州立大學人體運動學院教授黛博拉·菲爾茲與交流藝術和科學學院副教授布萊恩·韋恩(Brian Winn)共同負責該項研究。菲爾茲說:“我們想要證明一些虛擬的事物仍舊可以激勵人們在鍛煉時比他們平時自己做時更加努力。”
該項研究的結果也會啟發(fā)軟件和電子游戲公司制作基于運動心理學的虛擬伙伴程序。
菲爾茲說:“不像一些現(xiàn)存的游戲設計,研究的結果可以讓開發(fā)者制作鍛煉平臺,科學地在平臺中收錄團隊或是伙伴可以給人帶來的動力。”
虛擬伙伴
使用專為菲爾茲研究設計的鍛煉游戲——“CyBud-X”,120名20多歲的參與者進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。
在試驗中,一個人除了一名人類伙伴,還有兩個軟件生成伙伴——一個看起來與人類伙伴相近,另一個則看起來十分卡通。在鍛煉中,參與鍛煉者和伙伴的圖像將會通過網(wǎng)絡攝像頭投射在大屏幕上。
結果顯示,在所有有伙伴的情況下,參與者的動力都大大提高了。
菲爾茲說:“盡管擁有人類伙伴的參與者平均平板支撐能保持1分鐘,這比沒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。”
團隊的一部分
在菲爾茲這里領域的許多研究,都注重“克勒動機效應”(The Köhler Motivation Effect)。這是一個現(xiàn)象,用來解釋為什么人,盡管有時并沒有親身進行鍛煉,但在與一個表現(xiàn)更好的伙伴或是團隊中會比獨自一人鍛煉表現(xiàn)的更好。
她的發(fā)現(xiàn)使得像“CyBud-X”這樣可以改變人們行為方式的項目得到認可。
她說:“我們知道,當在鍛煉中有其他伙伴參與的時候,人們傾向于表現(xiàn)的更為賣力。因為他們的表現(xiàn)與整個團隊的表現(xiàn)息息相關。事實上,一個非人類伙伴同樣可以有鼓舞人心的作用。”
該研究由美國國家衛(wèi)生研究院資助。