Assessing Effectiveness of Exergaming Compared to Traditional Moderate-Intensity Exercise on Exercise Enjoyment and Self Efficacy

Faculty Mentor

Kristyne Wiegand, Katie Taylor

Presentation Type

Poster

Start Date

4-14-2026 2:00 PM

End Date

4-14-2026 4:00 PM

Location

PUB NCR

Primary Discipline of Presentation

Exercise Science

Abstract

Exercise is critical to the health of both youth and adults, and efforts are needed to identify exercise activities that promote positive experiences and prolonged participation to address increasing levels of physical inactivity. Exergaming, consisting of video games with a physically active element, are part of larger gamification efforts to entice individuals to increase physical activity levels. Exergames with a dance element may promote enjoyment and feelings of self-efficacy, as they combine popular music with user-friendly movements that may provide users with a fun and approachable environment that is more private than a dance studio or fitness class. PURPOSE: To compare the effects of exergaming to treadmill exercise on self-efficacy and exercise enjoyment. METHODS: Thus far, five healthy males and females (18-44 years) have participated in the study. 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 Self-Efficacy Scale (SES; scored 0-100%) and the Exercise Enjoyment Scale (EES; scored 18-126) were completed after each session. For both tests, greater values indicate greater levels of either self-efficacy or enjoyment. The effects of exercise type on self-efficacy and exercise enjoyment were assessed using paired t-tests (α = .05). RESULTS: Preliminary results indicate greater levels of exercise enjoyment after the exergaming session (114±9) compared to the treadmill session (72±19; p = 0.01). There was no difference in self-efficacy between exergaming (97±3) and treadmill (85±20; p = 0.09). CONCLUSION: These preliminary results indicate that the individuals in this study experienced more enjoyment of exergaming when compared with intensity-matched treadmill exercise. While there is currently no significant difference in self-efficacy between exercise types, additional data collections will contribute to these findings. Based on the current findings, this population of young adults enjoy the gamification of exercise, which could contribute to improved physical activity levels

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Apr 14th, 2:00 PM Apr 14th, 4:00 PM

Assessing Effectiveness of Exergaming Compared to Traditional Moderate-Intensity Exercise on Exercise Enjoyment and Self Efficacy

PUB NCR

Exercise is critical to the health of both youth and adults, and efforts are needed to identify exercise activities that promote positive experiences and prolonged participation to address increasing levels of physical inactivity. Exergaming, consisting of video games with a physically active element, are part of larger gamification efforts to entice individuals to increase physical activity levels. Exergames with a dance element may promote enjoyment and feelings of self-efficacy, as they combine popular music with user-friendly movements that may provide users with a fun and approachable environment that is more private than a dance studio or fitness class. PURPOSE: To compare the effects of exergaming to treadmill exercise on self-efficacy and exercise enjoyment. METHODS: Thus far, five healthy males and females (18-44 years) have participated in the study. 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 Self-Efficacy Scale (SES; scored 0-100%) and the Exercise Enjoyment Scale (EES; scored 18-126) were completed after each session. For both tests, greater values indicate greater levels of either self-efficacy or enjoyment. The effects of exercise type on self-efficacy and exercise enjoyment were assessed using paired t-tests (α = .05). RESULTS: Preliminary results indicate greater levels of exercise enjoyment after the exergaming session (114±9) compared to the treadmill session (72±19; p = 0.01). There was no difference in self-efficacy between exergaming (97±3) and treadmill (85±20; p = 0.09). CONCLUSION: These preliminary results indicate that the individuals in this study experienced more enjoyment of exergaming when compared with intensity-matched treadmill exercise. While there is currently no significant difference in self-efficacy between exercise types, additional data collections will contribute to these findings. Based on the current findings, this population of young adults enjoy the gamification of exercise, which could contribute to improved physical activity levels