Experience level and social condition influences on heart rate, perceived exertion, and mood from interactive video game boxing.
Russell, William D. ; Kraft, Justin A. ; Bergman, Randall J. 等
Sedentary behavior is a modifiable risk factor for lifestyle
related diseases (Blair & Connelly, 1996), and finding healthier
physical activity options is important to improving health. Many
individuals base physical activity decisions on enjoyment (Kahneman,
1999) and when people derive pleasure from exercise, adherence rates
increase (Carels, Berger, & Darby, 2006; Williams, Dunsinger,
Ciccolo, Lewis, Albrecht, & Marcus, 2008). Unfortunately, activities
such as television watching or video games are increasingly replacing
more physically active options (Gortmaker, Must, Sobol, Perterson,
Colditz, & Dietz, 1996; Janz & Mahoney, 1997). Therefore,
identifying enjoyable activities capable of yielding physiological
benefits is a primary health objective. Movement-based, interactive
video games (IVGs) that promote greater activity (Graves, Ridgers, &
Statton, 2008) may provide a more physically active alternative to
traditionally sedentary behavior (Trout & Christie, 2007).
Participation in IVGs has shown to increase energy expenditure
compared with sedentary video games (Graves et al., 2008; Graves,
Stratton, Ridgers, & Cable, 2007; Graves, Ridgers, Williams,
Stratton, Atkinson, & Cable, 2010; Lanningham-Foster et al., 2006;
Maddison, Mhurchu, Jull, Jiang, Prapavessis, & Rodgers, 2007;
Mellecker & McManus, 2008; Straker & Abbott, 2007), suggesting
that some applications may be viable alternatives to traditional
exercise. Interactive dance games are capable of raising heart rate
above the minimal American College of Sports Medicine (ACSM) intensity
recommended for developing and maintaining cardiorespiratory fitness
(Unnithan, Houser, & Fernhall, 2006; Kraft, Russell, Bowman, Selsor,
& Foster, 2011). Results examining Wii Sports boxing have reported
HR between 111 bpm (Lee & Pitchford, 2009) and 134 bpm (Welch,
White, & Nixon, 2009). Wii Sports boxing has been shown to elicit a
higher energy expenditure and HR than Wii Tennis or Bowling (Graves et
al., 2008; Lee & Pitchford, 2009). Certain IVGs produce intensities
similar to light and moderate traditional physical activities such as
walking and jogging (Graves et al., 2010; Maddison et al., 2007;
Miyachi, Yammamoto, Ohkawara, & Tanaka, 2010; Tan, Aziz, Chua, &
Teh, 2002). Other research, however, has concluded that not all
applications are strenuous enough to contribute to recommended daily
amounts of exercise (Graves et al., 2007).
If IVGs are capable of promoting physiological benefits, it is
reasonable to ask whether they promote psychological benefits similar to
traditional exercise (Berger, Pargman, & Weinberg, 2002). In their
mood-enhancement taxonomy for exercise, Berger and Motl (2001) noted
that for exercise to improve mood, it needed to be a closed and
predictable activity, involve rhythmic and repetitive movements, be
performed at a moderate intensity, and be perceived as enjoyable.
Previous research has demonstrated that some modes of IVG play can
fulfill these criteria (Legrand, Philippe, Bertucci, Soudain-Pineau,
& Marcel, 2011 ; Plante, Aldridge, Bogden, & Hanelin, 2003;
Plante, Aldridge, Su, Bogden, Belo, & Kahn, 2003; Russell &
Newton, 2008; Russell, Kraft, Selsor, Foster, & Bowman, 2010). For
example, Barkley and Penko (2009) examined affective responses of adults
after ten minutes of Nintendo Wii activity, compared to ten minutes of
rest, treadmill walking at a moderate pace, or playing a sedentary video
game, and found that IVG enjoyment was significantly greater than all
other conditions. Plante, Aldridge, Bogden, & Hanelin (2003) found
that although both traditional and IVG cycling elicited significant mood
benefits, higher feelings of enjoyment and energy were reported when IVG
activity was combined with exercise. Russell & Newton (2008) found
similarly positive mood improvements after 30 min of IVG cycling vs.
regular stationary bicycle at 60-70% of maximal heart rate. Russell et
al (2010) showed that IVG exercise produced acute psychological benefits
similar to traditional exercise when performed at a self-selected
intensity. Therefore, if performed at a sufficient volume to yield
minimal physiological benefits, IVGs may also contain necessary elements
to yield affective benefits. However, physiological and psychological
IVG benefits may vary from mode to mode.
Recently, it has been suggested that physiological and
psychological responses to IVGs may be a function of users'
experience level (Legrand, Philippe, Bertucci, Soudain-Pineau, &
Marcel, 2011; Sasser, Eller, Dragoo, Ulbright, Robinson, & Silvers,
2009; Sell, Lillie, & Taylor, 2008) and whether users perform IVGs
alone or with another user (Chin A Paw, Jacobs, Vaessen, Titze, Van
Mechelen, 2008). Experience level may influence physiological demands of
interactive gaming, as experienced players have exhibited higher energy
expenditure, HR, RPE, oxygen consumption, and step count during Dance
Dance Revolution (DDR) game play compared to inexperienced players (Sell
et al., 2008). Although experience level of participants was not
controlled, Worley, Rodgers, & Kraemer (2011) reported higher energy
expenditures for two Wii fitness games (aerobic step and hula) when
played at the intermediate level rather than the beginner level. Legrand
et al (2011) noted that experience level could represent a separate
explanation for certain affective changes from IVG exercise.
Variation in movement patterns based on experience level may
directly impact the ability of IVGs to elicit activity capable of
meeting physical activity guidelines. If exercise demands increase as
player skill and experience increases, IVGs may provide a viable routine
exercise strategy. On the other hand, if skill improvements that
accompany experience cause reductions in bodily motion, exercise demands
may decrease over time due to a reduction in movement. To date, research
has not examined the influence of users' experience level and
social condition (paired vs. alone) on physiological and psychological
responses to IVGs. Social condition is important to consider in IVG
participation as home-based IVGs are created and marketed to be played
alone or in multi-player modes. Companionship is
associated with positive affect during physical activity and is
associated with increased physical activity among adolescents (De
Bourdeaudhuij et al., 2005; Duncan et al., 2005). Peer influence has
also been shown to positively influence activity rate, liking of
physical activity, and motivation (Rittenhouse, Salvy, & Barkley,
2011; Salvy et al., 2009).
The purpose, then, of this study was to determine the ability of a
novel game, the interactive Wii Punchout boxing game, to promote
self-selected intensities sufficient to meet ACSM exercise guidelines.
Additionally, since the presence of a peer may influence motivation to
be physically active, this presence may influence self-selected exercise
intensity during interactive video gaming, as well as mood changes.
Therefore, this study further examined the effects of 1) experience
level and 2) social condition on self-selected exercise intensity and
changes in mood resulting from interactive boxing.
Methods
Participants. Forty-eight college age volunteers (29 males and 19
females: mean age males: 22.4 [+ or -] 5.7 years; females 21.4 [+ or -]
5.6 years), height (males: 179 [+ or -] 8.5 cm; females: 167 [+ or -] 6
cm), body mass (males: 86.3 [+ or -] 17.2 Kg; females: 71.3 [+ or -]
15.7 Kg), and body fat measured via Omron (Bannockburn, IL) body fat
analyzer (males: 16.8 [+ or -] 6.1%; females: 25.5 [+ or -] 6.6%) with
no previous experience playing the interactive boxing video game were
recruited. The final sample of 48 participants included 24 randomly
assigned to an experienced group (19 males, 5 females) and 24 randomly
assigned to an inexperienced group (10 males, 14 females). All
participants were screened for conditions contraindicating physical
activity (Physical Activity Readiness Questionnaire; PAR-Q) (Thomas,
Reading, & Shephard, 1992). The procedures were approved a priori by
the university Institutional Review Board for the protection of human
subjects. Participants were asked to refrain from exercise and caffeine
the day of their sessions, and adherence to these instructions was
verbally confirmed.
Protocol. Participants reported to the lab for an initial
familiarization session in which descriptive data was recorded.
Participants sat quietly for 10 min while wearing a HR monitor (Port
Washington, NY, Polar Inc.) and resting HR was recorded and utilized to
calculate a target heart rate (THR) via the Karvonen heart rate reserve
(HRR) method (ACSM, 2006; Karvonen, Kentala, & Mustala, 1957). This
THR was used to determine minutes spent exercising above THR in the
experimental trials. THR was defined as HR [greater than or equal to]
40% of HRR as this is the minimum exercise intensity necessary to bring
about improvements in cardiovascular fitness (Pollock et al., 1998).
Participants were then introduced to the Wii Punchout (Nintendo, Sony,
San Diego, CA) game, and basic game strategies, rules, and controller
commands were explained. This was followed by 15 min of game play, with
familiarization time equally divided between solo and paired game play.
Participants were then randomly assigned to an inexperienced (n = 24) or
experienced (n = 24) group. Experience level was operationally defined
and controlled by requiring participants assigned to the experienced
group to complete two hours of supervised game play, one hour in the
alone condition and one hour in the paired condition, prior to their
first session of data collection. Participants assigned to the
inexperienced group received no supervised game play time other than the
15 min familiarization session.
This study implemented a mixed-model design, in which user
experience with the IVG used in this study served as the between-groups
variable and social condition of game play was the repeated-subjects
variable, in that all participants (in both experience groups) were
exposed to both social conditions; (1) playing alone and (2) paired
against a peer. Trials were counterbalanced and consisted of 30 min of
game play. Throughout each session, participants were fitted with a HR
monitor and an ankle-mounted StepWatch 3 Step Activity Monitor (SW)
(Orthocare Innovations, Seattle, WA) (r [greater than or equal to] 99)
(Karabulut, Crouter, & Bassett, 2005; Foster et al., 2005) on each
leg. Heart rate was recorded every minute throughout the exercise
session and peak HR (PkHR) and minutes above THR were calculated and
recorded. Rating of perceived exertion (RPE; Borg's modified 10
point scale; Robertson, 2004) was estimated throughout the session by
asking participants to respond to the following question, "Using
the following scale and verbal anchors; overall, how hard are you
working right now?" RPE was recorded every five minutes. After the
session, participants rested for 15 min and a 15 min post exercise
recovery HR (RecHR) and post exercise session RPE (SeRPE) were recorded.
SeRPE was used to provide an estimate of the global difficulty of the
exercise session and was estimated by asking participants to view
Borg's scale and respond to the question, "How was your
workout?" (Foster, 1998; Foster, Daines, Hector, Snyder, &
Welsh, 1996).
Instruments. The Wii Punchout video game provides two gaming modes.
The single player (solo) mode engages the game player in direct
competition against the video game. In this mode, the player competes
against a series of video-game generated and controlled opponents which
progressively increase in difficulty. The paired mode engages two
players who compete directly against one another in a simulated boxing
match. Matches consist of three rounds (unless there is a knockout)
after which a winner is declared and a new match is begun.
The SW pedometers used in this study were sealed
microprocessor-controlled step counters. The StepWatch Analysis Software
programs the SW monitor prior to deployment, and downloads data directly
to the computer for viewing. Instrument sensitivity is optimized for
each subject's gait characteristics by programming the
subject's height and answering questions that describe the
subject's gait. Data was collected in one minute time intervals.
The Profile of Mood States (POMS) (McNair, Lorr, Dropplemann, 1971)
was used to assess mood change from pre- to post-activity within each
experimental session. The POMS is comprised of 65 adjectives formatted
on a 5-point scale to measure six mood or affective states (tension,
depression, anger, vigor, fatigue, and confusion) and a total mood
disturbance score (TMD). The POMS has been shown to be suitable for
individuals age 18 years to adulthood and internal consistency
reliability has ranged from .84 to .95 (McNair et al., 1971).
Test-retest reliability has ranged from .65 to .74. The immediate
"how do you feel right now" response set was used for this
study. In accordance with recommendations on calculating a single
overall mood (TMD) score (McNair et al., 1971), the total for the
individual's positive mood score (vigor) was subtracted from the
total of an individual's negative mood states (tension, depression,
anger, fatigue, and confusion) and a constant of 100 was then added to
this value to create a TMD score. Upon entering the lab and after being
fitted with a heart rate monitor and pedometers, participants sat
quietly for 10 minutes after which they completed the pre-session POMS.
At five-minutes post-session, participants completed the POMS for a
second time (post 1). At 15 minutes post session (10 minutes after
completing the first post-session POMS), participants completed the POMS
for a second post-session (post 2) measure of overall mood. Temporal
patterning of mood change was assessed at five and 10-minutes post
session because previous research has shown affective states are either
more positive or less negative in the time period shortly after bouts of
aerobic exercise (Petruzzello & Landers, 1994; Petruzzello, Landers,
Hatfield, Kubitz, & Salazar, 1991; Petruzzello & Tate, 1997;
Yeung, 1996).
Statistical Analysis. Analyses were conducted using SPSS 17.0 for
Windows (SPSS Inc., Chicago, IL). A repeated measures mixed model ANOVA
with social interaction (alone versus paired) as the within subjects
variable, and experience level as the between subjects variable was
applied to mean HR, RPE, PkHR, minutes above THR, RecHR, SeRPE, and
total steps. Bonferroni post hoc tests were applied where appropriate. A
paired t-test was applied to baseline resting HR data to ensure that
resting HR was similar between experience groups. All differences were
considered significant at p [less than or equal to] 0.05 level. A 3-way,
mixed-design ANOVA was used to examine mood change from pre-session mood
to post-session mood, across conditions. Experience level (experienced,
inexperienced) served as the between-subjects factor, while social
condition (alone, paired) and time (pre-session, post-session) served as
within-subjects factors. In this analysis, TMD change scores (difference
between pre-session TMD and 5-min post-session TMD score, as well as
difference between pre-session TMD and 15-min post-session TMD score)
were used as dependent variables.
Results
Physiological Measures. No difference in resting HR at baseline was
observed between experience groups (inexperienced: 73.3 [+ or -] 8 bpm
and experienced: 71.4 [+ or -] 8 bpm). Mean HR and RPE were 103.2 [+ or
-] 21 bpm vs. 94.7 [+ or -] 21 bpm (p = .06) and 2.8 [+ or -] 1.2 vs.
2.4 [+ or -] 1.2 (p =. 14) in the inexperienced and experienced groups
respectively. Mean HR and mean RPE separated by condition and group are
reported in Table 1. No differences between experience groups were
observed for peak HR, recovery HR, or session RPE (Table 2). Peak HR was
significantly higher in paired condition versus the solo condition
(solo: 111.5 [+ or -] 21 bpm versus paired: 118.6 [+ or -] 21 p = 0.03).
No difference for social condition was observed for any other variable.
Less than 1% of game play exceeded ACSM recommended target HR. Steps in
the inexperienced groups were 90 [+ or -] 173 steps versus 59 [+ or -]
49 steps in the experienced condition. Steps in the solo condition were
62 [+ or -] 85 steps compared to 87 [+ or -] 168 steps in the paired
condition. No significant differences in steps were observed for either
experience level or social condition.
Mood A three-way ANOVA (experience level x social condition x time)
was conducted to determine the influence of users' experience level
and social condition on the two measures of mood change (pre-post 1 TMD
change and pre-post-2 TMD change). Overall ANOVA results yielded a
nonsignificant 3-way interaction (F(2,46) =1.23, p>.05). Change in
mood scores representing the experience level by time interaction were
(TMD change) 3.5 [+ or -] 12.56 at 5-min post session and 4.5 [+ or -]
13.07 at 15-min post session in the inexperienced group vs. -.60 [+ or
-] 11.16 at 5-min post session and 3.75 [+ or -] 9.66 at 15 min
post-session in the experienced group (p=.06). Table 3 presents mean
POMS TMD change means and standard deviations across experience level
and social condition.
Discussion
The purpose of this study was to determine the ability of the Wii
Punchout boxing game to promote self-selected intensities sufficient to
meet ACSM exercise guidelines and to examine the influence of 1)
experience level and 2) social condition on self-selected exercise
intensity and mood changes. The current IVG provided only a minimal
physiological stimulus which was not sufficient to meet ACSM exercise
guidelines (<1% of game play exceeded ACSM recommended target HR).
The observed HR (inexperienced: 103.2 [+ or -] 21 bpm and experienced:
94.7 [+ or -] 21 bpm) during Wii punchout was lower than to the HR
observed during Wii sports boxing (111 [+ or -] 13.0bpm) (Lee &
Pitchford, 2009), (121 [+ or -] 12bpm) (Barkley & Penko, 2009) or
(134 [+ or -] 21bpm) (Welch et al., 2009). The observed HR was also
lower than previously reported values during other IVG modes. Studies
have reported mean HR during DDR play ranging from 114 [+ or -] 18 bpm
to 137 [+ or -] 22 bpm (Unnithan et al., Kraft et al., 2011; Tan et al.,
2002; Sasser et al., 2009). Additionally, Kraft et al. (2011) reported
HR of 144 [+ or -] 22 bpm during IVG bicycling exercise. The lack of
physiological stimulus during Wii Punchout may be the result of limited
total body movement demands, as evidenced by the lack of steps taken
during game play. While step count results were nonsignificant, their
inclusion in this design was important as no research we are aware of
has examined step counts during IVG activity and the resultant utility
of IVGs in meeting daily step-goal recommendations (US Department of
Health and Human Services, 2008; Centers for Disease Control, 2010;
Hatano, 1997). These results support the notion that involving more
muscle mass (.lower body or whole body versus upper body) leads to
greater exercise stimulus (Graves et al., 2008; Ridley & Olds, 2001)
and is a critical consideration if IVGs are to be considered a viable
exercise option. Future research may consider assessing overall body
energy expenditure during IVG participation by use of accelerometers.
The current results also suggest that continuous IVG modes (e.g. Game
bike) may provide more stimulus to provide greater physiological and
affective benefits.
A trend indicating higher mean HR (inexperienced: 103.2 [+ or -] 21
bpm and experienced: 94.7 [+ or -] 21 bpm, p = .06) was observed in
inexperienced players. This trend was supported by a similar pattern in
reported RPE (inexperienced: 2.8 [+ or -] 1.2 and experienced: 2.4 [+ or
-] 1.2, p = 0.14). While not statistically significant, this difference
(8.5 bpm) may constitute practical significance especially given the
minimal exercise stimulus provided by the game. The mean increase in HR
from pre-exercise (peak HR - HR immediately prior to game play) was 29.6
bpm in the inexperienced group and 23.5 bpm in the experienced group. As
such, 8.5 bpm represents a substantial proportion of the increase in HR
and comprises a 26% greater increase in HR in the inexperienced group.
Thus, experience level may influence the physical demands of IVGs and
this relationship warrants further investigation. Additionally,
potential exercise benefits may rely on technological advances to a
point at which IVGs can be individually adjusted to meet one's
skill, experience, and fitness level, as would be the case with
traditional exercise equipment which allows aspects such as grade,
speed, and resistance to be modified by the user.
The presence of a peer has been shown to be reinforcing and to
increase motivation during IVG bike exercise in adolescents, in that
participants biked a greater distance on the IVG bike in the presence of
a peer than when alone (Salvy et al., 2009). Social condition did not
influence mean HR or RPE in the current study. Lack of observed
differences may have resulted from the small scale of the exercise
stimulus provided by the current game under either condition.
Additionally, a significantly higher peak HR (Table 2) was observed in
the paired condition which may correspond with the previous findings and
indicate that this variable warrants further study.
Unlike previous research examining IVGs and affective benefits,
(Legrand et al., 2011; Plante et al., 2003a; Russell et al., 2010)
current results showed no evidence of mood benefits from this
interactive boxing game. Moreover, neither experience level nor social
condition was a statistically significant factor. A trend in the mood
analysis suggested a tendency for experienced participants to have more
improved moods at 5 min post-session, compared to inexperienced
participants, but not at 15 min post-session. This trend is consistent
with the HR and RPE trends, in which inexperienced participants were
observed to have slightly higher HR and RPE values than experienced
participants. Thus, the additional practice at the IVG for the
experienced group may have resulted in less extraneous movements during
their 30 minute session, combined with a greater relative skill level at
the game compared to the inexperienced group. The end result, related to
mood, may have been that the 30 minute session may have seemed more like
'play' to experienced participants and more like
'work' to inexperienced participants. This conclusion is
tenuous because a direct measure of enjoyment during the activity was
not included in the current design.
It should be noted that the lack of significant mood changes may
have also been directly related to lack of significant overall
physiological stimulus from the current game. Previous IVG research
indicates minimal intensity thresholds appear necessary to facilitate
affective benefits. For example, Plante et al. (2003a) found mood was
enhanced from a virtual reality bicycle game in which participants
exercised at a moderate-intensity (60-70% of MHR). More recently,
Russell et al (2010) showed that exergames displayed similar acute
psychological benefits to traditional exercise at self-selected
intensities. Specifically, mean HR for 30 min of activity corresponded
to 144 bpm (Gamebike) and 119 bpm (Dance Dance Revolution). Recently,
in-task and pre-post exercise affective changes in IVG exercise (Wii Fit
jogging and TacX 1-magic Fortius) were examined and significant pre-post
exercise mood improvements were found in both self-selected and
externally-imposed IVG exercise (Legrand et al., 2011), with the highest
ratings of pleasure reported in the self-selected IVG exercise. Of note
is that while Legrand et al. (2011) examined affective responses between
an imposed vs. self-selected IVG environment, exercise was adjusted
during sessions to maintain exercise intensities to 60-70% of max HR, as
in other designs (Plante et al., 2003a; Russell et al., 2010). Since the
HR values observed in the present study were lower than in previous
studies, it appears that minimal physiological intensity thresholds may
be necessary to achieve acute affective benefits from IVGs.
Berger & Motl (2001) noted that mood benefits from physical
activity are not automatic. In establishing a taxonomy for
exercise-mediated psychological benefits, Berger and Owen (1992)
indicated a key requirement for mood alteration through exercise is
enjoyment. Since no direct measure of activity enjoyment was used in
this study, future research may incorporate a direct measure of
participants' perceptions of how enjoyable the IVG is perceived
during the activity. Also included within this taxonomy are mode and
training requirements associated with the exercise-mood relationship.
Mode requirements include 1) abdominal, rhythmical breathing, 2) absence
of interpersonal competition, and 3) repetitive and rhythmical movements
(Berger & Motl, 2001). Training requirements within this taxonomy
include 1) a moderate intensity and 2) a minimal duration of 20-30
minutes (Berger & Owen, 1992). Upon examination of the current IVG,
certain taxonomy requirements may have been absent. Specifically, due to
the game's intermittent nature, it lacked a repetitive and rhythmic
aerobic-like mode requirement. In addition, the current IVG did not meet
a moderate intensity training requirement, as was observed from HR in
both experience groups. Until IVG technology allows users to
individualize game play based on their skill, experience and current
fitness level, practitioners may need to carefully consider which
applications may best yield physiological and psychological benefits.
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William D. Russell and Justin A. Kraft
Missouri Western State University
Randall J. Bergman
Lenoir-Rhyne University
Justin Spellman and Nicolas W. Barnes
Missouri Western State University
Address correspondence to: William D. Russell, PhD. Missouri
Western State University, 4525 Downs Drive, Dept. of Health, Physical
Education, and Recreation, Looney Complex 214, St. Joseph, MO 64507.
Email:
[email protected].
Table 1.
Mean HR and RPE by social condition and experience group.
Inexperienced Experienced
Mean HR Solo (bpm) 101.4 [+ or ] 18.0 93.4 [+ or ] 15.3
Mean HR Paired (bpm) 105.1 [+ or ] 18.3 96.2 [+ or ] 15.2
Mean RIDE Solo 2.9 [+ or ] 1.1 2.5 [+ or ] 0.7
Mean RPE Paired 2.7 [+ or ] 1.2 2.4 [+ or ] 0.9
Values are means and standard deviations.
Table 2.
Peak HR, Recovery HR (RecHR), and Session RPE by condition and
experience group.
Social Condition Peak HR (bpm) RecHR (bpm)
Solo 111.5 [+ or -] 21.5 74.9 [+ or -] 9.7
Paired 118.6 [+ or -] 24.6 * 76.1 [+ or -] 15.8
Experience Group
inexperienced 118.5 [+ or -] 28.6 75.3 [+ or -] 15.9
Experienced 111.5 [+ or -] 28.6 75.7 [+ or -] 15.9
Social Condition Session RPE
Solo 2.83 [+ or -] 1.3
Paired 2.6 [+ or -] 1.1
Experience Group
inexperienced 2.8 [+ or -] 1.4
Experienced 2.5 [+ or -] 1.4
Values are means and standard deviations.
* indicates peak HR significantly higher in paired condition than
solo condition (p < 0.05).
Table 3.
Mean POMS TMD change scores by social condition and experience group.
Pre-Post 1 Pre-Post 2
Solo Solo
Inexperienced 2.17 [+ or -] 2.17 1.92 [+ or -] 1.98
Experienced -.21 [+ or -] 2.28 4.67 [+ or -] 1.98
Pre-Post 1 Pre-Post 2
Paired Paired
Inexperienced 4.83 [+ or -] 2.57 6.67 [+ or -] 2.70
Experienced -1.00 [+ or -] 2.57 2.83 [+ or -] 2.69
Values are means and standard deviations.
* Negative scores indicate mood improvement as indicated by POMS TMD
change scores.