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Managing students’ profiles related to their interest in video games: A comparison between two Play Lü games

Par : Contributeur(s) : Type de matériel : TexteTexteLangue : français Détails de publication : 2025. Ressources en ligne : Abrégé : The characteristics of active video games offer the opportunity to manage the heterogeneity of students’ profiles in relation to their motivation in physical education. The aims of this study were (1) to identify different students’ profiles related to their individual interest in video games and (2) to compare two Play Lü® games (solo or team mode) in relation to students’ motivation and physical activity. A counterbalanced measure design was used to compare the two games in terms of students’ interest and physical activity. The results, gathered from 128 students (Mâge=13.9) revealed three different interest profiles for active video games. Even if motivation and physical activity were generally higher in the team mode for all three profiles, analyses reported that the team mode benefited more for the students having a low individual interest in video games. These results confirm that managing students’ motivational profiles through active video games is dependent on the type of games used.
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The characteristics of active video games offer the opportunity to manage the heterogeneity of students’ profiles in relation to their motivation in physical education. The aims of this study were (1) to identify different students’ profiles related to their individual interest in video games and (2) to compare two Play Lü® games (solo or team mode) in relation to students’ motivation and physical activity. A counterbalanced measure design was used to compare the two games in terms of students’ interest and physical activity. The results, gathered from 128 students (Mâge=13.9) revealed three different interest profiles for active video games. Even if motivation and physical activity were generally higher in the team mode for all three profiles, analyses reported that the team mode benefited more for the students having a low individual interest in video games. These results confirm that managing students’ motivational profiles through active video games is dependent on the type of games used.

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