DIFFERENCES IN PERCEIVED COMPETENCE AND FEELINGS TOWARD EXERCISE BETWEEN EXERGAMING AND MODERATE-INTENSITY EXERCISE
Faculty Mentor
Kristyne Wiegand, Katie Taylor
Presentation Type
Poster
Start Date
4-14-2026 9:00 AM
End Date
4-14-2026 11:00 AM
Location
PUB NCR
Primary Discipline of Presentation
Exercise Science
Abstract
Physical activity levels remain a point of concern among adults, particularly those who do not have consistent or enjoyable exercise routines. Exergaming may be a viable option to increase physical activity levels in individuals with low exercise motivation and can offer an effective means to improve the desire to exercise by making physical activity more entertaining and improving one’s emotional state. These effects may contribute to a consistent exercise routine, which can, in turn, improve physical and mental health. PURPOSE: To assess differences in exercise-based affect changes and perceived exercise competence between exergaming and treadmill exercise. METHODS: Five healthy males and females (18-44 years) have participated in the study so far. During the first visit, participants completed 15 minutes of a dance-based exercise game, with heart rate measured continuously via chest strap, and rate of perceived exertion (RPE) measured in five-minute intervals. During the second visit, participants completed a 15-minute intensity-matched treadmill session, based on RPE from the first session. The Feeling Scale was completed before and after each session, and dynamic changes in affect were determined from pre- and post-exercise Feeling Scales, with negative values indicating a more negative affect. The Psychological Needs in Exercise Scale was completed after each session to assess perceived competence. The effects of exercise type on affect and perceived competence were assessed using paired t-tests (α=.05). RESULTS: There was a negative change in affect after the treadmill session (-1.0±0.6) and a positive change in affect after exergaming (+0.6±0.4). This change was not significantly different between conditions (p=0.06). Psychological needs scores were not different between treadmill and exergaming (32±1.9 vs. 32±1.8; p=0.5). CONCLUSION: While accurate conclusions cannot be drawn from these preliminary data, early results indicate that exergaming may provide a more positive emotional response than steady-state treadmill exercise when matched for intensity. Additional data collections may provide more insight as to the benefits of exergaming compared to other methods of physical activity in a healthy adult population.
Recommended Citation
Hill, Alyssah, "DIFFERENCES IN PERCEIVED COMPETENCE AND FEELINGS TOWARD EXERCISE BETWEEN EXERGAMING AND MODERATE-INTENSITY EXERCISE" (2026). 2026 Symposium. 45.
https://dc.ewu.edu/srcw_2026/ps_2026/p1_2026/45
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This work is licensed under a Creative Commons Attribution-NonCommercial-No Derivative Works 4.0 International License.
DIFFERENCES IN PERCEIVED COMPETENCE AND FEELINGS TOWARD EXERCISE BETWEEN EXERGAMING AND MODERATE-INTENSITY EXERCISE
PUB NCR
Physical activity levels remain a point of concern among adults, particularly those who do not have consistent or enjoyable exercise routines. Exergaming may be a viable option to increase physical activity levels in individuals with low exercise motivation and can offer an effective means to improve the desire to exercise by making physical activity more entertaining and improving one’s emotional state. These effects may contribute to a consistent exercise routine, which can, in turn, improve physical and mental health. PURPOSE: To assess differences in exercise-based affect changes and perceived exercise competence between exergaming and treadmill exercise. METHODS: Five healthy males and females (18-44 years) have participated in the study so far. During the first visit, participants completed 15 minutes of a dance-based exercise game, with heart rate measured continuously via chest strap, and rate of perceived exertion (RPE) measured in five-minute intervals. During the second visit, participants completed a 15-minute intensity-matched treadmill session, based on RPE from the first session. The Feeling Scale was completed before and after each session, and dynamic changes in affect were determined from pre- and post-exercise Feeling Scales, with negative values indicating a more negative affect. The Psychological Needs in Exercise Scale was completed after each session to assess perceived competence. The effects of exercise type on affect and perceived competence were assessed using paired t-tests (α=.05). RESULTS: There was a negative change in affect after the treadmill session (-1.0±0.6) and a positive change in affect after exergaming (+0.6±0.4). This change was not significantly different between conditions (p=0.06). Psychological needs scores were not different between treadmill and exergaming (32±1.9 vs. 32±1.8; p=0.5). CONCLUSION: While accurate conclusions cannot be drawn from these preliminary data, early results indicate that exergaming may provide a more positive emotional response than steady-state treadmill exercise when matched for intensity. Additional data collections may provide more insight as to the benefits of exergaming compared to other methods of physical activity in a healthy adult population.