Abstract
Abstract
Objective:
We examined how competing with a software-generated partner (SGP) against another human/virtual partner team, in an exercise video game (exergame), affects individual motivation as measured by effort.
Materials and Methods:
Participants (n = 90; 49 female; Mage = 19.93 ± 1.48) were randomly assigned to one of three conditions: individual control (IC); conjunctive partner, no competition (PNC); or conjunctive partner, with competition (PWC). Participants performed the first series of exercises alone. After resting, those in the partnered conditions performed the remaining trials with a same-sex SGP. Those in the PWC condition were told that they and their virtual partner would be competing against another human–virtual partner team.
Results:
A significant motivation gain was observed in both partnered conditions compared to control (P < 0.001), but the partnered groups did not differ significantly. However, participants in the PWC condition enjoyed the task significantly (P < 0.05) more than those in the PNC and IC conditions and the PWC participants identified more with the SGP as a teammate than the PNC participants.
Conclusions:
Altogether, intergroup competition with an SGP may be an enjoyable way to enhance motivation and performance while exercising.
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