International Journal of Exercise Science 8(2) : 104-111, 2015. The purpose of this study was to determine the effects of auditory exergaming through the use of a smart-phone app called Zombies, Run! on psychological, physiological, and performance variables in college-aged individuals while running. Participants included both males (n = 10) and females (n = 10). Participants ran three 15 minute trials, after which they completed motivational questionnaires regarding inspiration, enjoyment, confidence, and anxiety levels. The first run got the participants accustomed to the application. The second and third were randomly counterbalanced either using the application again or running with no auditory stimulus. The analysis of the motivational questionnaire and physiological variables found that both sexes felt more inspired to run using the Zombies, Run! application than running with no auditory stimulus (P = .003), males felt more confident they could complete the trials (P = .02), females felt they exerted themselves more during the zombie run (P = .03), males were more motivated than females to run faster to avoid losing items (P = .005) and males felt more motivated than females to collect items and improve their in-game township (P = .002). These results indicated that females perceived more exertion and felt less confident, but were more inspired while running using the Zombies, Run! application. Males felt more confident, more inspired, and more intrigued by the video game itself than females. Therefore, both were more motivated to run with than without the application.
Moran, Martin J. and Coons, John M.
"Effects of a Smart-phone Application on Psychological, Physiological, and Performance Variables in College-Aged Individuals While Running,"
International Journal of Exercise Science:
2, Article 1.
Available at: http://digitalcommons.wku.edu/ijes/vol8/iss2/1