Evaluating the impact of a novel immersive simulation on affect, rate of perceived exertion, and attention during a group cycling class
dc.contributor.author | Oselinsky, Katrina, author | |
dc.contributor.author | Graham, Daniel, advisor | |
dc.contributor.author | Cleary, Anne, committee member | |
dc.contributor.author | Tompkins, Sara, committee member | |
dc.contributor.author | Hickey, Matthew, committee member | |
dc.date.accessioned | 2022-05-30T10:21:11Z | |
dc.date.available | 2022-05-30T10:21:11Z | |
dc.date.issued | 2022 | |
dc.description.abstract | Background: Emerging evidence within the exercise psychology literature has highlighted the importance of positive affective responses to physical activity (PA) for both PA adoption and maintenance. A potential avenue to increase positive affective responses to PA is through attentional focus. Purpose: The goal of this study was to examine the impact of a novel immersive technology on participants attentional focus, ratings of perceived exertion (RPE), affect, and enjoyment during a group cycling class. Methods: Participants were asked to take one traditional group cycling class with audio cues only (AUD) and one video enhanced immersive cycling class (IMM). Heart rate (HR) data was gathered throughout each class. At the conclusion of each session, participants completed a brief survey asking them to report their RPE, attentional focus, and affect during the cycling class. Results: Participants on average reported lower RPEs and higher enjoyment in the IMM class compared to the AUD class. Although attention was not significantly different between classes, when instructor was held constant, participants reported significantly more dissociative attentional focus during the IMM class than the AUD class. Finally, HR did not differ significantly between classes. Conclusions: To combat the rising rates of physical inactivity researchers must strive to make the PA experience more enjoyable. This study supports the use of a novel immersive technology to lower RPE and increase enjoyment without compromising actual exertion. | |
dc.format.medium | born digital | |
dc.format.medium | masters theses | |
dc.identifier | Oselinsky_colostate_0053N_17040.pdf | |
dc.identifier.uri | https://hdl.handle.net/10217/235172 | |
dc.language | English | |
dc.language.iso | eng | |
dc.publisher | Colorado State University. Libraries | |
dc.relation.ispartof | 2020- | |
dc.rights | Copyright and other restrictions may apply. User is responsible for compliance with all applicable laws. For information about copyright law, please see https://libguides.colostate.edu/copyright. | |
dc.subject | enjoyment | |
dc.subject | ratings of perceived exertion | |
dc.subject | physical activity | |
dc.subject | attention | |
dc.title | Evaluating the impact of a novel immersive simulation on affect, rate of perceived exertion, and attention during a group cycling class | |
dc.type | Text | |
dcterms.rights.dpla | This Item is protected by copyright and/or related rights (https://rightsstatements.org/vocab/InC/1.0/). You are free to use this Item in any way that is permitted by the copyright and related rights legislation that applies to your use. For other uses you need to obtain permission from the rights-holder(s). | |
thesis.degree.discipline | Psychology | |
thesis.degree.grantor | Colorado State University | |
thesis.degree.level | Masters | |
thesis.degree.name | Master of Science (M.S.) |
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