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Effects of Playing Exergames on Quality of Life among Young Adults: A 12-Week Randomized Controlled Trial

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  • Jiajun Yu

    (School of Management, Guangzhou Huashang College, Guangzhou 511300, China
    School of Innovation and Entrepreneurship, Guangzhou Huashang College, Guangzhou 511300, China
    Graduate Institute of Management, Chang Gung University, Taoyuan 333, Taiwan)

  • Han-Chung Huang

    (Center for General Education, China University of Technology, Taipei 219, Taiwan)

  • T. C. E. Cheng

    (Department of Logistics and Maritime Studies, The Hong Kong Polytechnic University, Hong Kong 999077, China)

  • May-Kuen Wong

    (Taoyuan Branch, Chang Gung Memorial Hospital, Taoyuan 333, Taiwan)

  • Ching-I Teng

    (Graduate Institute of Management, Chang Gung University, Taoyuan 333, Taiwan
    Department of Physical Medicine and Rehabilitation, Linkou Chang Gung Memorial Hospital, Taoyuan 333, Taiwan
    Department of Business and Management, Ming Chi University of Technology, New Taipei 243, Taiwan)

Abstract

Objective: The purpose of this paper is to investigate whether playing exergames can enhance quality of life among young adults and it examines the potential moderators. Methods: A 12-week randomized controlled trial was conducted. Quality of life was measured using the short-form 36-item version (SF-36) scale. All the participants were between 20 and 24 years old in Taiwan. Participants in the intervention group ( n = 55) were asked to play exergames for 12 weeks, three times a week and 30 minutes at a time, while participants in the control group ( n = 62) did not play exergames. The changes in the scores on quality of life between the beginning and the end of the 12-week trial were calculated. Independent t -tests were used to analyze the differences. Results: The intervention group participants experienced an enhanced quality of life in terms of physical functioning, role-physical (role limitations due to physical health), general health, and social functioning. Moreover, the intervention group participants who were not enthusiastic about exercisers experienced an enhanced quality of life in physical functioning, role-physical, and general health. The intervention group participants who attempted to control their weight experienced enhanced general health, vitality, and mental health. Conclusion: Playing exergaming could contribute to users’ quality of life in terms of both physical and mental health.

Suggested Citation

  • Jiajun Yu & Han-Chung Huang & T. C. E. Cheng & May-Kuen Wong & Ching-I Teng, 2023. "Effects of Playing Exergames on Quality of Life among Young Adults: A 12-Week Randomized Controlled Trial," IJERPH, MDPI, vol. 20(2), pages 1-10, January.
  • Handle: RePEc:gam:jijerp:v:20:y:2023:i:2:p:1359-:d:1032784
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    References listed on IDEAS

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    1. Frode Stenseng & Jacques Forest & Thomas Curran, 2015. "Positive Emotions in Recreational Sport Activities: The Role of Passion and Belongingness," Journal of Happiness Studies, Springer, vol. 16(5), pages 1117-1129, October.
    2. Cristina Comeras-Chueca & Lorena Villalba-Heredia & Jose Luis Perez-Lasierra & Jorge Marín-Puyalto & Gabriel Lozano-Berges & Ángel Matute-Llorente & Germán Vicente-Rodríguez & Alex Gonzalez-Aguero & J, 2022. "Active Video Games Improve Muscular Fitness and Motor Skills in Children with Overweight or Obesity," IJERPH, MDPI, vol. 19(5), pages 1-18, February.
    3. Federica Valeriani & Carmela Protano & Daniela Marotta & Giorgio Liguori & Vincenzo Romano Spica & Giuliana Valerio & Matteo Vitali & Francesca Gallè, 2021. "Exergames in Childhood Obesity Treatment: A Systematic Review," IJERPH, MDPI, vol. 18(9), pages 1-12, May.
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