• <tr id="yyy80"></tr>
  • <sup id="yyy80"></sup>
  • <tfoot id="yyy80"><noscript id="yyy80"></noscript></tfoot>
  • 99热精品在线国产_美女午夜性视频免费_国产精品国产高清国产av_av欧美777_自拍偷自拍亚洲精品老妇_亚洲熟女精品中文字幕_www日本黄色视频网_国产精品野战在线观看 ?

    The effects of a bike active video game on players’physical activity and motivation

    2017-04-10 02:54:10DenisPasoriRoureGillesKermarreZaharyPopeZanGao
    Journal of Sport and Health Science 2017年1期

    Denis Paso,Céri Roure,Gilles Kermarre,Zahary Pope,Zan Gao

    aSchool of Education,The University of Bourgogne Franche-Comté,Besan?on 25000,France

    bFaculty of Movement Sciences,The Catholic University of Louvain,Louvain-La-Neuve B-1348,Belgium

    cFaculty of Sport Science and Education,The University of Brittany-Loire,Brest 29200,France

    dSchool of Kinesiology,The University of Minnesota,Minneapolis,MN 55455,USA

    The effects of a bike active video game on players’physical activity and motivation

    Denis Pascoa,*,Cédric Roureb,Gilles Kermarrecc,Zachary Poped,Zan Gaod

    aSchool of Education,The University of Bourgogne Franche-Comté,Besan?on 25000,France

    bFaculty of Movement Sciences,The Catholic University of Louvain,Louvain-La-Neuve B-1348,Belgium

    cFaculty of Sport Science and Education,The University of Brittany-Loire,Brest 29200,France

    dSchool of Kinesiology,The University of Minnesota,Minneapolis,MN 55455,USA

    Background:Players may not acquire adequate levels of moderate-to-vigorous physical activity(MVPA)when playing commercial video games. This study’s goal was to evaluate the effects of an exercise bike video game played by using a mobile application-based exergame that was designed exclusively to promote participants’MVPA,with additional attention paid to this game’s ability to promote greater situational interest.

    Design;Exergame;Moderate-to-vigorous physical activity;Sedentary behavior;Situational interest;Young adults

    1.Introduction

    From 1975 to 2014,researchers from the Non-Communicable Diseases Risk Factor Collaboration Consortium reviewed population studies from approximately 200 countries in adults aged≥18 years to determine body mass index(BMI)changes over time.1Findings from this comprehensive review indicated that average BMI increased from 21.7 kg/m2in 1975 to 24.2 kg/m2in 2014 in men,and from 22.1 kg/m2to 24.4 kg/m2in women.The study also revealed that if the post-2000 trends continue,by 2025,global obesity prevalence will reach 18% in men and surpass 21%in women,with severe obesity(i.e., BMI≥35 kg/m2)surpassing 6%in men and 9%in women.To mitigate thistrend,researchershave focused on promoting proper health behaviors in youth and young adults to improve BMI values and reduce potential adverse health consequences associated with overweight or obesity.2,3

    The current generation’s youth and young adults are highly involved in social media4and video games.5–7Lenhart et al.5reported that65%ofmalesand 35%offemalesaged 12–17 years are daily gamers,whereas Gentille6found that88%ofAmerican youth aged 8–18 years play video games at least once a month. According to Ream et al.,7this trend in video game play and social media interaction starts in early childhood and continues through adulthood.Assuch,leveraging the technology thatmost interests the current generation’s youth and young adults in aneffort to improve health outcomes in later life has become the focus of a growing body of research and practice.

    In 2005,Nintendo(Redmond,WA,USA)launched the Wii, the firs video game console in which players interacted with games through bodily movement.These types of games and gaming consoles would later be termed“exergames”(as known as active video games),which in contrast to sedentary video games have been define as“video games that are also a form of exercise”.8Exergames have received increasing attention among researchers because they offer a unique opportunity to build on youth and young adults’interest in video games, with the objective being to address the obesity crisis through increased physical activity(PA).Over the past 10 years, numerous studies have been published related to the effect of exergames on youth and adults’PA levels.9–13Indeed, Peng et al.14published a meta-analysis regarding the use of exergames for PA promotion among youth(6–17 years old)and adults(≥18 years old).Findings indicated that exergames (1)significanty increased heart rate,oxygen consumption, and energy expenditure compared with sedentary behaviors; (2)produce a similar magnitude of effect as light-to moderateintensity PA;(3)have a similar impact for youth and adults with regard to PA intensity;and(4)are more attractive and enjoyable for youth and adults in comparison to traditional PA.Taken together,these finding suggest exergames to be a viable option to promote youth and adults’PA and health.

    Despite the aforementioned benefits youth and adults may still not acquire adequate levels of moderate-to-vigorous PA (MVPA)when playing commercial exergames(e.g.,Wii Sports, Wii Fit,Dance Dance Revolution,Xbox Kinect,etc.).According to Beaudoin,15designers in the commercial exergames industry focus more on the fun and entertaining features of exergames—as opposed to aspects of game design that might increase PA intensity and subsequent health benefits—g ven the fact that the goal of commercial exergames is still primarily to entertain.

    1.1.(Exer)games design

    Despite knowing that video games can be effective educational tools,16–18it is still unclear how and under what conditions these games are effective.According to Gaydos,19video game design remains poorly understood.Indeed,designing a good video game is difficult One way to improve the design process is to share design plans.In the literature,researchers have shared video game designs via journal articles that present design principles or a list of steps that one must follow to create or recreate a game.20–25Briefl,these literature reports indicate the importance of designing games that immerse the player in a virtual world where competition and autonomy are present, real-world social norms can be temporarily ignored,and there is a need to fin solutions to within-game problems to achieve success.20

    In line with these design needs,Wang and Hannafi21introduced a design-based research perspective define as“a systematic but f exible methodology aimed to improve educational practices through iterative analysis,design,development,and implementation,based on collaboration among researchers and practitioners in real-world settings,and leading to contextually sensitive design principles and theories”.Simply put,researchers should ensure that every aspect of game design is consistent with the intended user population and overall objective of the game(e.g.,to educate players on a subject,or to increase PA in players)—with the result being a more effective video game. Among the best examples of the use of the aforementioned design principles and design-based methodology comes from the Quest Atlantis team,22who successfully developed a video game thatenhanced children’sengagementin educationaltasks. Given theproven effectivenessofthesedesign principlesand this methodology,these factors also need to be at the forefront of researchers’minds when developing video games for noneducational purposes(e.g.,MVPA promotion among youth and/or young adults)to ensure achievement of the intended outcome.

    1.2.Designing a mobile application-based exergame for an exercise bike

    Despite the attractiveness of exergames among youth and adults,14few studies have investigated players’situational interest during exergame play.26–29Situational interest has been define as an activity’s appealing effect on an individual(s)30and emerges from an instant person–activity interaction in which the person recognizes a specifi intriguing feature of this activity while being engaged in the activity.31According to Hidi and Harackiewicz,32a highly interesting activity can immediately attract individuals’attention and provide positive feelings about the activity.Within the context of PA,Chen et al.33,34identifie 5 sources of situational interest:novelty,challenge, attention demand,exploration intention,and instant enjoyment. The aforementioned sources of situational interest have been investigated among children while playing exergames.

    Sun26,27found that elementary school students’situational interest during an exergaming unit was higher than their situational interest in a traditional fitnes unit,with their situational interest decreasing significanty over time during the latter fitnes unit.Additionally,Huang and Gao28found that novelty was a significan predictor of MVPA during exergame play in middle school students.Finally,Roure et al.29found that high school students displayed a higher level of MVPA when they believed that the activity demanded greater attention and demonstrated a higher level of light PA when they deemed the activity to only provide novelty.

    Therefore,to promote players’MVPA and situational interest throughout game play,Vescape GmbH(Berlin,Germany) designed a mobile application called Greedy Rabbit based on the design principles of trial-and-error and progressive challenges and feedback.35Broadly,the mobile application-based exergame encompasses 10 sets of 10 stages representing progressively harder challenges.In detail,Greedy Rabbit is a maze game in which a rabbit makes its way through a maze,collecting fl wers and avoiding hedgehogs in chase,with the goal being to obtain a carrot placed at the end of each maze(i.e., game stage).The video game is compatible with any mobile device(e.g.,tablet,smartphone)and is paired with an exercise bike via a Bluetooth(Bluetooth SIG Inc.,Kirkland,WA,USA) connection to match the speed of the rabbit with the player’scycling speed.Furthermore,this wireless connection allows the resistance of the exercise bike to increase or decrease depending on events that occur in the game(e.g.,collecting a mushroom).Players are provided with 3 lives to complete the 10 stages and lose a life each time they are caught by a hedgehog.Greedy Rabbit is included in the Vescape app available from Google Play or Apple’s App Store and capitalizes on the high percentage of smartphone ownership and the desire for health apps among consumers.36,37Pictures of the interface and levels are presented in Fig.1.

    Fig.1.Screen shots of Greedy Rabbit exergame.Greedy Rabbit home screen (A)and example of 1 level(B).

    Given the preceding literature review,the following questions guided the current study:(1)To what extent does the Greedy Rabbit exercise bike video game promote players’MVPA and situational interest?and(2)what source(s)of situational interest have the greatest impact on players’MVPA? Participants were college students because little study of exergaming has been completed among this population.In fact, owing to the major life changes and increased responsibility brought about during college,college students are at risk of low levels of PA and higher rates of obesity38—necessitating innovative forms of exercise to motivate this population to be more active and to improve health outcomes.The finding of the study will inform researchers and practitioners about the effectiveness of an exercise bike paired wirelessly with a mobile application-based exergame on players’MVPA and situational interest.Additionally,finding will demonstrate how best to facilitate greater MVPA and situational interest for the greatest health impact among young adults.

    2.Methods

    2.1.Participants and research design

    An experimental design was used to examine how 2 different exercise protocols affected the relationship between objectively measured PA levels and self-reported situational interest.The participants in the study were a convenience sample of 163 undergraduate students(aged 20.31±1.30,18–26 years,61.3% male)recruited from the sport science department of a French university located in the northwest region of France.Notably, the current study was not part of students’course load and was purely voluntary.Permission to conduct the study was granted by the ethical board of the University of Western Brittany. Students were informed about the scope of the study,with written informed consent gathered prior to data collection. Participants were included based on the following criteria:(1) between 18 and 26 years old and(2)no reported health issues.

    Participants were randomly allocated into 2 groups:an experimental group(n=94)and a control group(n=69).For the purposes of the current study,we desired a higher number of individuals in the experimental group than in control group.In the experimental group,students engaged in one 15 min session of the Greedy Rabbit exergame—consisting of the firs set of 10 stages—using an exercise bike paired wirelessly via Bluetooth with the mobile application-based exergame.In the control group,participants engaged in one 15 min session of free cycling on an exercise bike and were told to act as if they were in a fitnes center.Students in the control condition chose the level of difficult and the cycling cadence during the 15 min session.During this session,students from the control group were informed by the exercise bike’s screen about the time left, their cycling cadence,and their power output.

    2.2.Measures

    2.2.1.Situational interest

    The 19-item French Situational Interest Scale(FSIS)39was used to measure students’situational interest during the exergame.The scale included 5 situational interest subscales, each representing a source of situational interest:novelty(e.g.,“what I did today was new to me”),instant enjoyment(e.g.,“what I did was enjoyable for me”),exploration intention (e.g.,“I wanted to analyze and have a better handle on what I was learning today”),attention demand(e.g.,“what I was learning demanded my high attention”),and challenge(e.g.,“what I was learning was hard for me to do”).Subscales for each source of situational interest consisted of 3 items.Total interest was also measured and consisted of 4 items.The items were randomly arranged,and each was rated on a 5-point Likert scale ranging from 1(strongly disagree)to 5(strongly agree). Among middle and high school students,Roure et al.39established the construct validity of the FSIS using exploratory and confi matory factor analyses,in addition to reporting internal consistency for all 5 sources of situational interest.

    2.2.2.PA levels

    ActiGraph GT3X+(ActiGraph Inc.,Fort Walton Beach,FL, USA)accelerometers were used to assess student PA levels. These accelerometers measure motion in 3 dimensions and provide triaxial vector data to calculate metabolic equivalents in relation to participants’demographic and anthropometric characteristics.The devices are 4.6 cm×3.3 cm×1.5 cm in size and can be worn on the wrist,waist(hip),arm,thigh,or ankle. In this study,students wore the accelerometer on the ankle using an elastic strap.The ankle has been shown to be the best location for providing PA data during cycling.40

    The GT3X+is widely used in PA research and has demonstrated acceptable criterion validity and reliability for recording PA in the fiel and converting activity counts into different intensity levels of PA.41Accelerations from the ActiGraph GT3X+were converted into activity counts,summed,and recorded using a specifie interval of time called an epoch, which can range from 5 s to 1 min.In the present study,the epoch was set to 5 s.Cut-points were established using the same methodology as Puyau et al.’s study.42Specificaly,cut-points for activity counts were as follows:sedentary behavior(0–399 counts per 30 s),light PA(400–1599 counts per 30 s),and MVPA(≥1600 counts per 30 s).The percentages of time that students spent in sedentary behavior,light PA,and MVPA were used as the outcome variables.

    2.3.Data collection

    This study took place during the spring semester of the 2016 school year.Researchers collected demographic and anthropometric information,such as age,gender,height,weight,and dominant foot,for all participants.This information was needed prior to the accelerometer’s placement on the ankle to initialize the accelerometers via the ActiLife software(Vescape GmbH) and to collect accurate PA measures.

    The accelerometers were collected aftereach 15 min session, and the data were immediately downloaded to a data collection computer.Students also responded to the FSIS immediately after the session.Researchers administered the questionnaire and collected it immediately after completion.To minimize students’tendency to give socially desirable responses,students were encouraged to answer honestly and were assured that their responses would remain anonymous and confidential

    2.4.Data analysis

    Students’responses were aggregated respectively to the 5 sources of situational interest(instant enjoyment,exploration intention,attention demand,challenge,and novelty)and to total interest.The statistical analyses were then performed in the following steps.Preliminary analyses were firs conducted on study variables to examine normality,multicollinearity, and internal reliability of the subscales.Next,a multivariate analysis of variance was conducted to examine the differences between the dependent variables within a multivariate framework.The dependent variables were the participants’PA levels (sedentary behavior,light PA,and MVPA),the situational interest sources(instant enjoyment,exploration intention,attention demand,challenge,and novelty),and total interest.The independent variables were group membership(experimental or control)and gender(female or male).Pillai’sFstatistic was used to determine the statistical significanc of the multivariate model because this statistic“can help control the type I error rate with small or unequal sample sizes”.43Follow-up univariate tests were then conducted based on the statistical significanc of the multivariate analysis of variance test.A Bonferronipost hoctest was employed if there were any statistically significan differences in the participants’percentage of time in sedentary behavior or at differing PA levels in addition to assessing differences in total interest and situational interest sources.Finally, Pearson product-moment correlations and multiple regression were used,within the experimental group,to analyze the relationship between situational interest sources,total interest, and participants’PA levels.SPSS Version 23.0(IBM Corp., Armonk,NY,USA)was used for all statistical analyses.

    3.Results

    Analysis of the skewness(?1.60 to 1.95)and kurtosis(?1.81 to 2.28)values revealed that data were normally distributed. Multicollinearity was checked using the variance inflatio factor and tolerance statistics in SPSS.Neither variance infla tion factor values greater than 10 nor tolerance values below 0.2 were found,indicating no multicollinearity between the variables.The mean substitution technique44was chosen to replace each missing score owing to the small number of missing scores among the sample(<0.01%).Internal consistencies were good for the situational interest scale,with Cronbach’sαof 0.94 for instant enjoyment,0.90 for exploration intention,0.91 for attention demand,0.71 for challenge,0.88 for novelty,and 0.92 for total interest,respectively.

    Table 1 reports the means,SD,and differences between the 2 groupsforPAlevels,situationalinterestsources,and totalinterest measures.The results from multivariate analysis of variance revealed a significan main effect of group membership on participants’PA levels and total interest scores(Pillai’s trace=0.89;F(9,151)=141.50;p<0.001;η2=0.89),whereas the multivariate effects of gender were not significan(Pillai’s trace=0.07;F(9,151)=1.32;p=0.23;η2=0.07).In follow-up Welch analyses of variance,with anαof 0.025,it was determined that meanscores forparticipants’PAlevels,situationalinterestsources,and total interest differed significanty between the experimental group and the control group.Post hoctests using the Bonferroni correction revealed a significan differencebetween the groupson sedentary behavior(4.76%vs.1.06%;p<0.001),lightPA(5.32%vs.3.93%;p<0.001),total interest(15.39vs.7.72;p<0.001), instant enjoyment(13.09vs.6.42;p<0.001),exploration intention(10.31vs.4.99;p<0.001),attention demand(7.48vs.3.90;p<0.001),novelty(14.29vs.4.00;p<0.001),and challenge (4.41vs.3.88;p<0.01),whereas the control group received higher values for MVPA(95.01%vs.89.94%;p<0.01).

    Table 1 Descriptive data of PA levels and situational interest measures.

    Table 2 Correlations among PA levels,situational interest sources,and total interest.

    The Pearson’s correlation coefficient presented in Table 2 indicated that neither total interest nor the 5 situational interest sources correlated significanty with PA levels.Additionally,the results showed that total interest correlated positively and moderately high to instant enjoyment(r=0.62;p<0.01),moderately to exploration intention(r=0.41;p<0.01),and lowly to attention demand(r=0.26;p<0.01).Moreover,moderate correlations between instant enjoyment and exploration intention were positive(r=0.41;p<0.01),whereas attention demand and novelty correlated negatively(r=?0.20;p<0.05). Multiple-regression analyses were conducted to examine whether situational interest sources could predict total interest. Regression analysis revealed that instant enjoyment(β=0.49;p<0.01),exploration intention(β=0.18;p<0.05),and attention demand(β=0.17;p<0.05)were positive predictors for total interest,explaining 43%of its variance.

    4.Discussion

    Research has revealed that commercial exergames produce a magnitude of effect equivalent to light-to moderate-intensity PA.14Thus,the Vescape company designed a mobile application-based exergame platform,Greedy Rabbit,to be paired wirelessly via Bluetooth with an exercise bike,with the objective to promote players’MVPA.The goal of this study was to evaluate the effects of this Vescape exergaming platform on players’MVPA and,further,their situational interest.

    4.1.PA and situational interest

    Descriptive analyses indicated that players spent approximately 90%of their time in MVPA when playing the exergame on the exercise bike.This result differs from several studies in the relevant literature.Willems and Bond45observed greater proportions of light PA,as opposed to MVPA,in students aged 20–22 years old during exergame play(Wii Sports),with similar results seen in a study by Worley et al.46in students (mean age,22.88 years old)playing a traditional commercial exergame(Wii Fit).Moreover,Lyons et al.47also recorded lowmoderate PA in 100 adults aged 18–35 years playing 3 commercial exergames(Guitar Hero III,Dance Dance Revolution, and Wii Fit).The preceding literature is in agreement with a meta-analysis by Peng et al.14wherein of the 14 studies included,12 studies reported light-to moderate-intensity levels of PA when playing exergames,with only 1 study reporting MVPA and another a vigorous intensity of PA.

    Given the current study’s favorable MVPA comparisons to previous literature,a designed mobile application-based exergame played via an exercise bike may provide healthrelated benefit to players.48However,it is worth noting that students in the control group spent 95%of their time in MVPA when asked to pedal on the exercise bike for 15 min—slightly higher than observed in the experimental group.This findin has 2 plausible explanations.First,in studying motivation and PA among sport students in 3 countries,Kondric et al.49found a“high motivation profile”in which students had high intrinsic and extrinsic motivation and low levels of amotivation(i.e.,a lack of motivation)for PA.In essence,these students’chosen area of study(i.e.,sport science)explained their highly motivated attitude and high levels of participation and proficien y in numerous PAs.Congruent with the aforementioned literature, finding from the current study with regard to the control group’s high MVPA may also be explained by these students’motivational profil because all participants were sport science students.Second,it might be that because of the novelty of the Greedy Rabbit game among the experimental group,participants in this group might have spent a portion of the 15 min exercise session trying to learn how to play the game.This is important,because this learning process may have lowered the PA intensity with which these participants were able to exercise to below that of the control group participants,who were simply asked to exercise as if they were in a fitnes center.

    Despite students in both groups exhibiting high levels of PA, situational interest was different between exercise conditions.Specificaly,differences in situational interest between the control and experimental groups were significan for each source of situational interest.As for the mechanism explaining these findings Greedy Rabbit’s unique platform(i.e.,a mobile application-based exergame played with an exercise bike)likely engaged students in a new activity that promoted emotional engagement(i.e.,instant enjoyment).Furthermore,as they played,students were focused on the game(i.e.,attention demand)and the exploration of the game environment(i.e., exploration intention).As a result of this unique platform, instant enjoyment,exploration attention,and attention demand were observed to be positive predictors of total interest—explaining the higher situational interest among the experimental group in addition to the aforementioned higher MVPA levels.This findin is in line with literature investigating exergaming in younger populations.Sun26found that fourthgrade students experienced higher situational interest from all this construct’s sources during an exergaming unit compared with a fitnes unit.Moreover,Roure et al.29found that instant enjoyment was the most significan situational interest source reported by high school students as they played an exergame. Nonetheless,although Greedy Rabbit did appear to promote situational interest in PA among college students,this exergame did not appear to result in differences in MVPA among this population—perhaps owing to the highly physically motivated and fi participants in the current trial.

    4.2.Impact of exergame design

    Engineers from the Vescape company designed Greedy Rabbit on the basis of the design principles35of trial-and-error and progressive challenges and feedback.Our study revealed that players spent 90%of their time in MVPA when playing Greedy Rabbit on the exercise bike and that the mobile application-based exergame had the ability to promote players’total interest through instant enjoyment,exploration attention, and attention demand.Although students in the control group had approximately similar MVPA levels,low levels of situational interest from all sources were seen in this group. Although the preceding finding favor Greedy Rabbit,it is notable that this exergame did not appear to represent a physical challenge for students in the experimental group.Simply put, Greedy Rabbit’s firs set of 10 stages may not be difficul enough for highly fi young adults(e.g.,students within a sport science department),revealing a possible design issue necessitating consideration in future iterations of the game.

    As Beaudoin15pointed out,“When examined technically,the commercial design studio relies on individual historical knowledge and game playing experience to develop new game types or adapt existing mechanics into new games.”O(jiān)ften in the commercial gaming industry,individual designers design a game based on their own experience of effective game design tools.Challenge was one of the key design features of Greedy Rabbit,supposedly increasing the intensity of the game.Unfortunately,as stated previously,our study indicated that the challenge for the firs set of 10 stages may not be sufficien for more fi young adults akin to the cohort recruited in the current study. As such,our study again suggests the need for quantifia le design practices and peer review methodology for subsequent iterations of Greedy Rabbit as well as for other tailor-designed exergames for research and practice.Using a cycle of analysis, design,implementation,and redesign as suggested by Wang and Hannafi21within design-based research methodology,the effectiveness of the game in promoting specifi outcomes(e.g., more challenging gameplay and,thus,a greater challenge for highly fi populations)and user experience might be increased.

    Unfortunately,the aforementioned process would signifi cantly increase the time needed to redesign an exergame such as Greedy Rabbit or even to design a new exergame with similar objectives.In the fast-paced commercial gaming industry,an individual designer evaluates his or her design in the course of a few weeks based on player responses.Formal research is done when the value of the game is proven in the marketplace.At the time we conducted this study(February/March 2016),design choices had been made,and Greedy Rabbit had already been released in the Google Play Store(December 2015)and Apple App Store(January 2016).As can be seen,using a design-based research method with a peer review process would affect this design cycle.By the time researchers published results in a peer-reviewed journal,designers would be working on new game developments.One way to address this timing issue may be to have designers and researchers constantly interact with each other within a research and development department. Because we will collaborate with engineers from the Vescape company on future iterations of Greedy Rabbit based on results from this study,we will explore ways to target specifi sources of situational motivation to promote MVPA for users of all fitnes levels—not just the highly fit—i a timely process that minimally affects the previously outlined design cycle.

    4.3.Limitations

    Although this study offers a unique contribution to the literature given the study’s use of a mobile application-based exergame wirelessly compatible via Bluetooth with an exercise bike in the promotion of college students’MVPA and situational interest,several limitations should be acknowledged. First,participants were young adult college students recruited from a department of sport science.Given the fact that this population had high levels of motivation for PA,in addition to high fitnes levels,future studies should involve participants with varying motivations for PA(e.g.,predominantly intrinsically,extrinsically,or amotivated)and physical fitness Second, it appeared that the firs set of 10 levels of Greedy Rabbit were not challenging for the highly fi population studied. Future studies recruiting fi populations should explore the higher and more progressive sets of levels contained within the application.Third,although this study did reveal the acute and beneficia effects of Greedy Rabbit on students’situational interest,the sustainability of players’situational interest is still unknown.Future studies should consider examining the effect of Greedy Rabbit on players’perceived situational interest over time using a longitudinal study design.Finally,although this study offers a unique opportunity to evaluate players’MVPA engagement in a designed exergaming platform,MVPA comparisons of the same players participating in traditionalcommercial exergames were not conducted(i.e.,Wii,Xbox). Future studies should consider a within-subjects research design in which the participants would be assessed playing a mobile application-based exergame on an exercise bike and while playing traditional exergames to determine potential difference in MVPA and other psychosocial outcomes(i.e., self-effica y,enjoyment)50between the 2 exergaming modalities.Despite these limitations,the finding of this study provide initial evidence of the potential physical and psychological benefit that playing a design-based exergame may have.

    5.Conclusion

    The finding of the current study indicated a mobile application-based exergame capable of being wirelessly paired to an exercise bike can promote light PA,situational interest, and other important psychological determinants of PA participation versus traditional biking exercise.Moreover,the study’s finding showed that this mobile application-based exergame can promote similar,but slightly lower,levels of MVPA as compared to traditional biking exercise.However,updates to this mobile application-based exergaming platform and other analogous platforms are advised to increase game difficult and promote an intensity of gameplay akin to that observed during traditional biking exercise—particularly among healthy,physically fit and active populations.

    Acknowledgments

    Authors would like to thank Jean-Baptiste Molle,Engineer at Vescape Company,for his technical assistance during the data collection,and Jér?me Feys,CEO of Vescape Company, for providing helpful advice.This study was funded by a grant from the Brittany House of Human Sciences(2015–2017).

    Authors’contributions

    DP designed the study,managed the data collection,participated in the data collection and data analysis,and drafted the manuscript(excluding the method section);CR participated in the study design and the data collection,managed the data analysis,and drafted the method section of the manuscript;GK participated in the study design and the data collection;ZP helped draft the manuscript and proofread it;and ZG participated in the study design and data analysis and helped draft the manuscript and proofread it.All authors have read and approved the fina version of the manuscript,and agree with the order of presentation of the authors.

    Competing interests

    None of the authors declare competing financia interests.

    1.NCD-RisC.Trends in adult body-mass index in 200 countries from 1975 to 2014:a pooled analysis of 1698 population-based measurement studies with 19.2 million participants.Lancet 2016;387:1377–96.

    2.Flegal KM,Graubard BL,Williamson DF,Gail MH.Cause-specifi excess deaths associated with underweight,overweight,and obesity.JAMA 2007;298:2028–37.

    3.Reilly JJ,Kelly J.Long-term impact of overweight and obesity in childhood and adolescence on morbidity and premature mortality in adulthood:systematic review.Int J Obes 2011;35:891–8.

    4.Lenhart A.Teen,social media and technolog y overview.Pew Research Center 2015.Available at:http://www.pewinternet.org/2015/04/09/teenssocial-media-technology-2015;2015[accessed 27.06.2016].

    5.Lenhart A,Kahne J,Middaugh A,Macgill A,Evans C,Vitak J.Teens, video games and civics.Pew Research Center’s Internet&American Life Project.Available at:http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx;2008[accessed 27.06.2016].

    6.Gentile D.Pathological video-game use among youth ages 8 to 18.A national study.Psychol Sci 2009;20:594–602.

    7.Ream GL,Elliott LC,Dunlap E.Trends in video game play through childhood,adolescence,and emerging adulthood.Psychiatry J 2013;2013: 301460.doi:10.1155/2013/301460

    8.Gao Z,Chen S,Pasco D,Pope Z.A meta-analysis of active video games on health outcomes among children and adolescents.Obes Rev 2015;16: 783–94.

    9.Daley AJ.Can exergaming contribute to improving physical activity levels and health outcomes in children?Pediatrics 2009;124:763–71.

    10.Graf DL,Pratt LV,Hester CN,Short KR.Playing active video games increases energy expenditure in children.Pediatrics 2009;124:534–40.

    11.Lanningham-Foster L,Foster RC,McCrady SK,Jensen TB,Mitre N, Levine JA.Activity-promoting video games and increased energy expenditure.J Pediatr 2009;154:819–23.

    12.Baranowski T,Abdelsamad D,Baranowski J,O’Connor TM,Thompson D,Barnett A,et al.Impact of an active video game on healthy children’s physical activity.Pediatrics 2012;129:e636–42.

    13.Gao Z,Xiang P.Effects of exergaming based exercise on urban children’s physical activity participation and body composition.J Phys Act Health 2014;11:992–8.

    14.Peng W,Crouse JC,Lin JH.Using active video games for physical activity promotion:a systematic review of the current state of research.Health Educ Behav 2013;40:171–92.

    15.Beaudoin D.Serious lessons from the commercial games industry.In: Cruz-Cunha MM,editor.Handbook of research on serious games as educational,business and research tools.Hershey,PA:IGI Global; 2012.p.269–78.

    16.Baranowski T,Blumberg F,Buday R,DeSmet A,Fiellin LE,Green S,et al. Games for health for children—current status and needed research.Games Health J 2016;5:1–12.

    17.Young MF,Slota S,Cutter AB,Jalette G,Mullin G,Lai B,et al.Our princess is in another castle:a review of trends in serious gaming for education.Rev Educ Res 2012;82:61–89.

    18.Clark DB,Tanner-Smith EE,Killingsworth SS.Digital games,design,and learning:a systematic review and meta-analysis.Rev Educ Res 2016;86: 79–122.

    19.Gaydos M.Seriously considering design in educational games.Educ Res 2015;44:478–83.

    20.Squire K.Design principles of next-generation digital gaming for education.Educ Technol 2003;43:17–23.

    21.Wang F,Hannafi MJ.Design-based research and technology-enhanced learning environments.Educ Technol Res Dev 2005;53:5–23.

    22.Barab S,Dodge T,Thomas MK,Jackson C,Tuzun H.Our designs and the social agendas they carry.J Learn Sci 2007;16:263–305.

    23.Van Staalduinen JP,De Freitas S.A game-based learning framework: linking game design and learning outcomes.In:Khine MS,editor. Learning to play.Exploring the future of education with video games.New York,NY:Peter Lang;2011.p.29–55.

    24.Villalta M,Gajardo I,Nussbaum M,Andreu JJ,Echeverria A,Plass JL. Design guidelines for classroom multiplayer presential games.Comput Educ 2011;57:2039–53.

    25.Gauthier A,Corrin M,Jenkinson J.Exploring the influenc of game design on learning and voluntary use in an online vascular anatomy study aid. Comput Educ 2015;87:24–34.

    26.Sun H.Exergaming impact on physical activity and interest in elementary school children.Res Q Exerc Sport 2012;83:212–20.

    27.Sun H.Impact of exergames on physical activity and motivation in elementary school students:a follow-up study.J Sport Health Sci 2013;2: 138–45.

    28.Huang C,Gao Z.Associations between students’situational interest, mastery experiences,and physical activity levels in an interactive dance game.Psychol Health Med 2013;18:233–41.

    29.Roure C,Pasco D,Pope Z,Gao Z.High school students’situational interest and physical activity levels in exergaming.In:Gao Z,Pope Z,editors. Physical activity behaviors and determinants in children and adolescents. New York,NY:Nova Publishers;2015.p.103–17.

    30.Hidi S,Anderson V.Situational interest and its impact on reading and expository writing.In:Renninger KA,Hidi S,Krapp A,editors.The role of interest in learning and development.Hillsdale,NJ:Lawrence Erlbaum Associates,Inc.;1992.p.215–38.

    31.Mitchell M.Situational interest:its multifaceted structure in the secondary school mathematics classroom.J Educ Psychol 1993;85:424–36.

    32.Hidi S,Harackiewicz JH.Motivating the academically unmotivated: a critical issue for the 21st century.Rev Educ Res 2000;70:151–79.

    33.Chen A,Darst PW,Pangrazi P.What constitutes situational interest? Validating a construct in physical education.Meas Phys Educ Exerc Sci 1999;3:157–80.

    34.Chen A,Darst PW,Pangrazi P.An examination of situational interest and its sources.Br J Educ Psychol 2001;71:383–400.

    35.Sun CT,Ye SH,Wang YJ.Effects of commercial video games on cognitive elaboration of physical concepts.Comput Educ 2015;88:169–81.

    36.IMS Institute of Health Informatics 2015.Patient adoption of mHealth.Available at:http://www.imshealth.com/en/thought-leadership/ ims-institute/reports/patient-adoption-of-mhealth;2015[accessed 14.09. 2016].

    37.PRC 2015.The smartphone difference.http://www.pewinternet.org/2015/ 04/01/us-smartphone-use-in-2015;2015[accessed 14.09.2016].

    38.Desai MN,Miller WC,Staples B,Bravender T.Risk factors associated with overweight and obesity in college students.J Am Coll Health 2008;57: 109–14.

    39.Roure C,Pasco D,Kermarrec G.French validation of the situational interest scale in physical education.Validation de l’échelle fran?aise mesurant l’intérêt en situation,en éducation physique.Can J Behav Sci 2016;48:112–20.[in French].

    40.De Vries SI,Garre FG,Engbers LH,Hildebrandt VH,Van Buuren S. Evaluation of neural networks to identify types of activity using accelerometers.Med Sci Sports Exerc 2011;43:101–7.

    41.Flynn JI,Coe DP,Larsen CA,Rider BC,Conger SA,Bassett Jr DR. Detecting indoor and outdoor environments using the ActiGraph GT3X+ light sensor in children.Med Sci Sports Exerc 2014;46:201–6.

    42.Puyau MR,Adolph AL,Vohra FA,Butte NF.Validation and calibration of physical activity monitors in children.Obes Res 2002;10:150–7.

    43.Ntoumanis N,Myers ND.An introduction to intermediate and advanced statistical analyses for sport and exercise scientists.Chichester:Wiley; 2016.

    44.Kline RB,editor.Principles and practice of structural equation modeling. 3rd ed.New York,NY:Guildford Press;2010.

    45.Willems MET,Bond TS.Comparison of physiological and metabolic responses to playing Nintendo Wii sports and brisk treadmill walking.J Hum Kinet 2009;22:43–9.

    46.Worley JR,Rogers SN,Kraemer RR.Metabolic responses to Wii Fit video games at different game levels.J Strength Cond Res 2011;25:689–93.

    47.Lyons EJ,Tate DF,Ward DS,Bowling JM,Ribisl KM,Kalyararaman S. Energy expenditure and enjoyment during video game play:differences by game type.Med Sci Sports Exerc 2011;43:1987–93.

    48.Ekelund U,Luan J,Sherar LB,Esliger DW,Griew P,Copper A. Moderate to vigorous physical activity and sedentary time and cardiometabolic risk factors in children and adolescents.JAMA 2012; 307:704–12.

    49.Kondric M,Sindik J,Furjan-Mandic G,Schiefle B.Participation motivation and student’s physical activity among sport students in three countries.J Sports Sci Med 2013;12:10–8.

    50.Gao Z,Zhang T,Stodden D.Children’s physical activity levels and their psychological correlates in interactive dance versus aerobic dance.J Sport Health Sci 2013;2:146–51.

    Received 1 July 2016;revised 16 July 2016;accepted 10 September 2016 Available online 24 November 2016

    Peer review under responsibility of Shanghai University of Sport.

    *Correspondence author.

    E-mail address:denis.pasco@univ-fcomte.fr(D.Pasco)

    http://dx.doi.org/10.1016/j.jshs.2016.11.007

    2095-2546/?2017 Production and hosting by Elsevier B.V.on behalf of Shanghai University of Sport.This is an open access article under the CC BY-NC-ND license(http://creativecommons.org/licenses/by-nc-nd/4.0/).

    Methods:An experimental design was used with 163 students(aged 20.31±1.30,18–26 years,61.3%male),all of whom were randomly allocated into an experimental group and a control group.Physical activity(PA)levels were assessed with ActiGraph GT3X+(ActiGraph Inc.,Fort Walton Beach,FL,USA)accelerometers.The situational interest scale was used to evaluate students’situational interest in both groups. Multivariate analysis of variance was conducted to examine the differences between sedentary behavior,PA levels,and situational interest between groups.Regression analyses were also used,with the purpose being to evaluate the strength of the relationship between PA and situational interest.Results:Results revealed that the experimental group had higher degrees of sedentary behavior,light PA,total interest,instant enjoyment, exploration intention,attention demand,novelty,and challenge,whereas the control group received higher scores for MVPA(control 95.01%vs. experimental group 89.94%).Regression analysis indicated that instant enjoyment(β=0.49,p<0.01),exploration intention(β=0.18,p<0.05), and attention demand(β=0.17,p<0.05)were positive predictors for total interest,explaining 43%of its variance.

    Conclusion:A newly designed mobile application-based exergame played via an exercise bike may enhance situational interest and provide a decent level of PA for players.

    ?2017 Production and hosting by Elsevier B.V.on behalf of Shanghai University of Sport.This is an open access article under the CC BY-NC-ND license(http://creativecommons.org/licenses/by-nc-nd/4.0/).

    色视频在线一区二区三区| 精品一品国产午夜福利视频| 久久这里有精品视频免费| 在线精品无人区一区二区三| 亚洲精品久久久久久婷婷小说| 观看av在线不卡| 日本猛色少妇xxxxx猛交久久| 国产av国产精品国产| 免费日韩欧美在线观看| 亚洲国产精品国产精品| 成人免费观看视频高清| 欧美bdsm另类| 久久 成人 亚洲| 亚洲五月色婷婷综合| 极品少妇高潮喷水抽搐| 亚洲成色77777| 国产极品天堂在线| 午夜久久久在线观看| 久久国内精品自在自线图片| 午夜影院在线不卡| 夜夜看夜夜爽夜夜摸| 日本午夜av视频| 大码成人一级视频| 成人无遮挡网站| 欧美 日韩 精品 国产| 国产不卡av网站在线观看| 我的老师免费观看完整版| 亚洲欧美成人综合另类久久久| 国产亚洲午夜精品一区二区久久| 国产亚洲av片在线观看秒播厂| 亚洲av.av天堂| 建设人人有责人人尽责人人享有的| 黑人猛操日本美女一级片| 国产成人午夜福利电影在线观看| 王馨瑶露胸无遮挡在线观看| 又粗又硬又长又爽又黄的视频| 女人久久www免费人成看片| 三级国产精品片| 777米奇影视久久| 伦理电影大哥的女人| 九九爱精品视频在线观看| av电影中文网址| 免费播放大片免费观看视频在线观看| 欧美+日韩+精品| 高清毛片免费看| 美女cb高潮喷水在线观看| 一本色道久久久久久精品综合| 久久久国产精品麻豆| 日本欧美国产在线视频| 97超碰精品成人国产| av在线播放精品| 这个男人来自地球电影免费观看 | 69精品国产乱码久久久| 丰满饥渴人妻一区二区三| 午夜激情久久久久久久| 插逼视频在线观看| 狂野欧美白嫩少妇大欣赏| 精品一区二区免费观看| 午夜福利,免费看| 大香蕉97超碰在线| 婷婷色综合大香蕉| 久久精品夜色国产| 国产欧美另类精品又又久久亚洲欧美| 久久精品国产亚洲av涩爱| 天美传媒精品一区二区| 22中文网久久字幕| 亚洲av不卡在线观看| 国产欧美另类精品又又久久亚洲欧美| 乱人伦中国视频| 国产亚洲午夜精品一区二区久久| 在线精品无人区一区二区三| 熟女人妻精品中文字幕| 亚洲欧美成人综合另类久久久| 人人妻人人爽人人添夜夜欢视频| 欧美日韩国产mv在线观看视频| 国产黄色免费在线视频| 国产深夜福利视频在线观看| 国产精品一区二区在线不卡| 99国产精品免费福利视频| 夜夜骑夜夜射夜夜干| 天天操日日干夜夜撸| 久久精品国产鲁丝片午夜精品| 激情五月婷婷亚洲| 伦理电影大哥的女人| 国产乱来视频区| 国产欧美日韩综合在线一区二区| 午夜激情福利司机影院| 欧美日韩精品成人综合77777| 国产色爽女视频免费观看| 久久人人爽av亚洲精品天堂| 久久人妻熟女aⅴ| 一边摸一边做爽爽视频免费| 五月伊人婷婷丁香| 人妻一区二区av| 看非洲黑人一级黄片| 51国产日韩欧美| 日韩av在线免费看完整版不卡| 天天影视国产精品| 免费观看的影片在线观看| 桃花免费在线播放| 视频在线观看一区二区三区| 亚洲国产日韩一区二区| 一边摸一边做爽爽视频免费| 日韩强制内射视频| 久久婷婷青草| 中文字幕免费在线视频6| 国模一区二区三区四区视频| 欧美精品国产亚洲| 一级毛片我不卡| 看非洲黑人一级黄片| 国产免费福利视频在线观看| 国产成人freesex在线| 亚洲av不卡在线观看| 欧美 亚洲 国产 日韩一| 丰满乱子伦码专区| 大香蕉久久成人网| 久久鲁丝午夜福利片| 久久久久久久久久久丰满| 99九九在线精品视频| 高清av免费在线| 26uuu在线亚洲综合色| 亚洲精品久久久久久婷婷小说| 亚洲国产欧美在线一区| 亚洲第一区二区三区不卡| 交换朋友夫妻互换小说| 国产精品蜜桃在线观看| 国产亚洲精品久久久com| 亚洲av男天堂| 国产精品久久久久久久电影| 免费少妇av软件| 狠狠精品人妻久久久久久综合| 免费观看的影片在线观看| 91精品伊人久久大香线蕉| 青春草亚洲视频在线观看| 女人精品久久久久毛片| 亚洲欧美成人综合另类久久久| 人体艺术视频欧美日本| 国产成人一区二区在线| 狂野欧美白嫩少妇大欣赏| 国产精品久久久久成人av| 美女xxoo啪啪120秒动态图| 精品久久久久久久久av| 婷婷色麻豆天堂久久| 欧美人与善性xxx| 久久精品熟女亚洲av麻豆精品| 婷婷成人精品国产| 一本久久精品| 国精品久久久久久国模美| 亚洲内射少妇av| 色吧在线观看| 欧美人与性动交α欧美精品济南到 | 久久久久久久久久久免费av| h视频一区二区三区| 丝瓜视频免费看黄片| 国产黄色视频一区二区在线观看| 午夜老司机福利剧场| 视频中文字幕在线观看| 99热国产这里只有精品6| 午夜日本视频在线| 纵有疾风起免费观看全集完整版| 五月开心婷婷网| 精品酒店卫生间| 一级毛片aaaaaa免费看小| 久久婷婷青草| 亚洲精品久久成人aⅴ小说 | 免费黄网站久久成人精品| 国产乱来视频区| 亚洲欧美中文字幕日韩二区| 欧美精品亚洲一区二区| 国产精品一二三区在线看| 三级国产精品片| 老熟女久久久| 晚上一个人看的免费电影| 人妻系列 视频| 久久久久国产精品人妻一区二区| 中文字幕精品免费在线观看视频 | 久久精品久久久久久噜噜老黄| 亚洲精品视频女| 成年美女黄网站色视频大全免费 | 男的添女的下面高潮视频| 肉色欧美久久久久久久蜜桃| 欧美一级a爱片免费观看看| 国产一区有黄有色的免费视频| 韩国av在线不卡| 国语对白做爰xxxⅹ性视频网站| 一级二级三级毛片免费看| 日韩三级伦理在线观看| 欧美日韩精品成人综合77777| 永久免费av网站大全| 婷婷色麻豆天堂久久| 国产国语露脸激情在线看| 亚洲精品久久久久久婷婷小说| 久久久亚洲精品成人影院| 国产白丝娇喘喷水9色精品| 欧美+日韩+精品| 日韩在线高清观看一区二区三区| 午夜影院在线不卡| 亚洲av不卡在线观看| 亚洲av综合色区一区| 99久久精品国产国产毛片| 黄色怎么调成土黄色| 久久久久人妻精品一区果冻| 成人国产av品久久久| 男女边吃奶边做爰视频| 看非洲黑人一级黄片| av天堂久久9| 人妻制服诱惑在线中文字幕| 大又大粗又爽又黄少妇毛片口| 精品99又大又爽又粗少妇毛片| 亚洲av综合色区一区| 国产精品一二三区在线看| 老女人水多毛片| 在线观看人妻少妇| av专区在线播放| 欧美97在线视频| 国产成人精品一,二区| av专区在线播放| 国产精品国产av在线观看| 99国产综合亚洲精品| 十八禁网站网址无遮挡| 亚洲中文av在线| 欧美三级亚洲精品| 国产熟女欧美一区二区| 日韩欧美一区视频在线观看| 秋霞在线观看毛片| 婷婷色av中文字幕| 在线观看免费视频网站a站| 国产精品不卡视频一区二区| 久久久久久久久久成人| h视频一区二区三区| 午夜福利,免费看| 久久久精品免费免费高清| 另类亚洲欧美激情| 蜜桃国产av成人99| 成人二区视频| 亚洲精品乱码久久久v下载方式| 久久久久久久久久久丰满| 美女中出高潮动态图| 一级毛片aaaaaa免费看小| 大又大粗又爽又黄少妇毛片口| 午夜免费男女啪啪视频观看| 国产av码专区亚洲av| 国产欧美日韩综合在线一区二区| 美女国产视频在线观看| av免费观看日本| 亚洲熟女精品中文字幕| 亚洲国产av影院在线观看| 少妇人妻 视频| 高清不卡的av网站| 一本久久精品| 狂野欧美白嫩少妇大欣赏| 丝瓜视频免费看黄片| 成年女人在线观看亚洲视频| 精品99又大又爽又粗少妇毛片| 蜜桃久久精品国产亚洲av| 在线观看一区二区三区激情| 91精品一卡2卡3卡4卡| .国产精品久久| 久久国产精品大桥未久av| 在线天堂最新版资源| 高清黄色对白视频在线免费看| 国产欧美日韩一区二区三区在线 | 亚洲精品成人av观看孕妇| 亚洲国产日韩一区二区| 99热这里只有是精品在线观看| 国产亚洲精品久久久com| 国模一区二区三区四区视频| 下体分泌物呈黄色| av国产久精品久网站免费入址| 美女国产高潮福利片在线看| 亚洲五月色婷婷综合| 999精品在线视频| 亚洲国产成人一精品久久久| 欧美精品高潮呻吟av久久| 在线观看一区二区三区激情| 中文字幕久久专区| 久久精品国产亚洲av天美| 中文字幕亚洲精品专区| 亚洲国产成人一精品久久久| 国产69精品久久久久777片| 日本wwww免费看| 精品久久国产蜜桃| 成人漫画全彩无遮挡| 啦啦啦啦在线视频资源| 午夜视频国产福利| 美女大奶头黄色视频| 黑人高潮一二区| 丰满少妇做爰视频| 丝瓜视频免费看黄片| 亚洲无线观看免费| 午夜av观看不卡| 9色porny在线观看| 91精品伊人久久大香线蕉| 欧美精品亚洲一区二区| 欧美成人午夜免费资源| 少妇的逼水好多| 黄色配什么色好看| 美女大奶头黄色视频| 在线观看国产h片| 国产精品久久久久久精品电影小说| 蜜桃国产av成人99| 极品少妇高潮喷水抽搐| 国产乱来视频区| a级片在线免费高清观看视频| 精品人妻在线不人妻| 伦理电影大哥的女人| 欧美三级亚洲精品| 91久久精品电影网| 国产一区二区在线观看av| 国产精品一区二区在线不卡| 丰满少妇做爰视频| 少妇人妻精品综合一区二区| 99热6这里只有精品| 91精品国产九色| 亚洲国产欧美日韩在线播放| 97精品久久久久久久久久精品| 激情五月婷婷亚洲| videossex国产| 少妇熟女欧美另类| 91精品国产九色| 老女人水多毛片| 国产毛片在线视频| 久久久久久久久久久免费av| 欧美日韩视频精品一区| 日日撸夜夜添| 色哟哟·www| 成人18禁高潮啪啪吃奶动态图 | 99热网站在线观看| 国产亚洲午夜精品一区二区久久| 一区二区三区四区激情视频| 在线 av 中文字幕| 成年av动漫网址| 人妻 亚洲 视频| 黄色配什么色好看| 亚洲av欧美aⅴ国产| 69精品国产乱码久久久| 日日撸夜夜添| 亚洲情色 制服丝袜| 婷婷色综合www| 妹子高潮喷水视频| 天天影视国产精品| 国产男女超爽视频在线观看| 亚洲色图 男人天堂 中文字幕 | 国产日韩欧美亚洲二区| 午夜免费男女啪啪视频观看| 日本黄大片高清| 少妇人妻 视频| 男女高潮啪啪啪动态图| 18禁在线播放成人免费| 亚洲精品国产av成人精品| 国产精品蜜桃在线观看| 午夜福利在线观看免费完整高清在| 国产视频首页在线观看| 亚洲国产欧美日韩在线播放| 亚洲久久久国产精品| 国产成人91sexporn| 日韩欧美精品免费久久| 久久久久久久大尺度免费视频| 免费黄频网站在线观看国产| 久热这里只有精品99| 天天躁夜夜躁狠狠久久av| 免费观看无遮挡的男女| av专区在线播放| av播播在线观看一区| 成人无遮挡网站| 18+在线观看网站| 边亲边吃奶的免费视频| 综合色丁香网| 国产69精品久久久久777片| 日韩在线高清观看一区二区三区| 日韩av在线免费看完整版不卡| 十分钟在线观看高清视频www| 黄色毛片三级朝国网站| 日本黄色片子视频| 国产精品国产av在线观看| 狠狠婷婷综合久久久久久88av| 九九在线视频观看精品| 一区在线观看完整版| 男女边吃奶边做爰视频| 亚洲精品国产av成人精品| 三上悠亚av全集在线观看| 久久av网站| 日韩av在线免费看完整版不卡| 日韩一本色道免费dvd| 99久久中文字幕三级久久日本| 国产成人精品婷婷| 免费观看无遮挡的男女| 最近2019中文字幕mv第一页| 高清毛片免费看| 国产欧美亚洲国产| 日韩熟女老妇一区二区性免费视频| 久久免费观看电影| 国产男人的电影天堂91| 一区二区三区免费毛片| 香蕉精品网在线| 久久久欧美国产精品| 日本-黄色视频高清免费观看| 国产 一区精品| 人妻夜夜爽99麻豆av| 欧美bdsm另类| 亚洲精品国产色婷婷电影| 亚洲高清免费不卡视频| 麻豆乱淫一区二区| 国产在线视频一区二区| 亚洲成人av在线免费| 免费播放大片免费观看视频在线观看| 美女cb高潮喷水在线观看| 免费看光身美女| 国产亚洲欧美精品永久| 亚洲精品456在线播放app| 成人免费观看视频高清| 久久99蜜桃精品久久| 五月伊人婷婷丁香| 最近手机中文字幕大全| 一个人看视频在线观看www免费| 国产成人精品婷婷| 熟妇人妻不卡中文字幕| 日韩av在线免费看完整版不卡| 高清不卡的av网站| 美女中出高潮动态图| 免费播放大片免费观看视频在线观看| 少妇人妻精品综合一区二区| 热re99久久精品国产66热6| 久久久久国产网址| 大码成人一级视频| 韩国高清视频一区二区三区| 国产免费一级a男人的天堂| 视频中文字幕在线观看| 久久婷婷青草| 制服诱惑二区| 国产精品女同一区二区软件| 久久99热6这里只有精品| 久久久精品免费免费高清| 亚洲精品自拍成人| 免费av中文字幕在线| 中文字幕精品免费在线观看视频 | 国产无遮挡羞羞视频在线观看| 免费少妇av软件| 亚洲欧美精品自产自拍| 久久久久久人妻| 欧美精品亚洲一区二区| 欧美一级a爱片免费观看看| 制服丝袜香蕉在线| 国产精品欧美亚洲77777| 国产精品99久久99久久久不卡 | 少妇丰满av| a 毛片基地| 你懂的网址亚洲精品在线观看| 99九九线精品视频在线观看视频| 亚洲精品成人av观看孕妇| 亚洲在久久综合| 最新中文字幕久久久久| 午夜91福利影院| 乱码一卡2卡4卡精品| 制服丝袜香蕉在线| 2018国产大陆天天弄谢| 久久精品夜色国产| 欧美激情 高清一区二区三区| 寂寞人妻少妇视频99o| 亚洲av福利一区| 熟女人妻精品中文字幕| 少妇被粗大的猛进出69影院 | 亚洲av福利一区| 丝袜脚勾引网站| 成人午夜精彩视频在线观看| 国产精品无大码| 亚洲成人手机| 精品一区二区三卡| 久久99精品国语久久久| av国产精品久久久久影院| 秋霞伦理黄片| 欧美精品一区二区免费开放| 久久午夜综合久久蜜桃| 日本欧美国产在线视频| 日韩电影二区| 99国产综合亚洲精品| 人人妻人人澡人人看| 最近手机中文字幕大全| 亚洲丝袜综合中文字幕| 国产一区二区三区av在线| 啦啦啦视频在线资源免费观看| 在线观看人妻少妇| 久久久亚洲精品成人影院| 自拍欧美九色日韩亚洲蝌蚪91| av电影中文网址| 精品人妻在线不人妻| 26uuu在线亚洲综合色| 久久久久网色| 欧美变态另类bdsm刘玥| 欧美亚洲 丝袜 人妻 在线| 综合色丁香网| 伊人久久国产一区二区| 大话2 男鬼变身卡| 午夜激情久久久久久久| 国产精品99久久99久久久不卡 | 亚洲少妇的诱惑av| 免费看光身美女| 亚洲国产av新网站| 国产老妇伦熟女老妇高清| 日韩欧美一区视频在线观看| 全区人妻精品视频| 国产亚洲午夜精品一区二区久久| a级毛色黄片| 国产白丝娇喘喷水9色精品| 久久久久精品久久久久真实原创| 亚洲成人手机| 欧美精品高潮呻吟av久久| 超色免费av| 91在线精品国自产拍蜜月| av线在线观看网站| 久久99一区二区三区| 亚州av有码| 性色av一级| 蜜桃在线观看..| 亚洲美女黄色视频免费看| 秋霞在线观看毛片| 91午夜精品亚洲一区二区三区| 精品人妻熟女av久视频| 国产女主播在线喷水免费视频网站| 中文字幕精品免费在线观看视频 | 成人免费观看视频高清| 日本av手机在线免费观看| 欧美老熟妇乱子伦牲交| 男女高潮啪啪啪动态图| 久久久精品免费免费高清| 国产精品欧美亚洲77777| 国产视频内射| 人体艺术视频欧美日本| 亚洲精品久久午夜乱码| 国产成人freesex在线| 国产成人av激情在线播放 | 欧美日韩成人在线一区二区| 人妻系列 视频| 只有这里有精品99| 久久99热6这里只有精品| 亚洲精品久久久久久婷婷小说| 在线免费观看不下载黄p国产| 亚洲精品视频女| 亚洲欧洲国产日韩| 国产精品久久久久久精品古装| 一级,二级,三级黄色视频| 51国产日韩欧美| 18在线观看网站| 啦啦啦啦在线视频资源| 欧美日韩在线观看h| 超碰97精品在线观看| 久久99蜜桃精品久久| 建设人人有责人人尽责人人享有的| a级毛片在线看网站| 日韩 亚洲 欧美在线| 人成视频在线观看免费观看| 久久久久精品性色| 国产精品 国内视频| a 毛片基地| 亚洲精品亚洲一区二区| 久久精品国产亚洲网站| 欧美精品一区二区免费开放| 亚洲av综合色区一区| 看非洲黑人一级黄片| 亚洲人成网站在线播| 人人妻人人澡人人看| 亚洲图色成人| 菩萨蛮人人尽说江南好唐韦庄| 精品人妻一区二区三区麻豆| 亚州av有码| 日韩电影二区| 伦理电影免费视频| 一本一本久久a久久精品综合妖精 国产伦在线观看视频一区 | 少妇被粗大猛烈的视频| 欧美丝袜亚洲另类| 中文欧美无线码| 飞空精品影院首页| 九九久久精品国产亚洲av麻豆| 极品少妇高潮喷水抽搐| 最近最新中文字幕免费大全7| 国产一区有黄有色的免费视频| xxx大片免费视频| av专区在线播放| 搡老乐熟女国产| 伦精品一区二区三区| 亚洲精品av麻豆狂野| 亚洲经典国产精华液单| 人妻人人澡人人爽人人| 永久网站在线| 国产黄色视频一区二区在线观看| 国产黄色免费在线视频| 韩国高清视频一区二区三区| 黄片无遮挡物在线观看| 91精品国产九色| 99热国产这里只有精品6| 国产日韩欧美亚洲二区| 久久人人爽人人爽人人片va| 在线播放无遮挡| 日本av手机在线免费观看| 久久精品人人爽人人爽视色| 亚洲婷婷狠狠爱综合网| 寂寞人妻少妇视频99o| 午夜激情福利司机影院| 国产精品一国产av| 亚洲图色成人| 日韩三级伦理在线观看| 久久这里有精品视频免费| 欧美性感艳星| 人妻制服诱惑在线中文字幕| 精品国产国语对白av| 欧美xxⅹ黑人| 久久久久国产精品人妻一区二区| 亚洲美女黄色视频免费看| 纯流量卡能插随身wifi吗| 七月丁香在线播放| 秋霞伦理黄片| 午夜免费鲁丝| 久久久久久久久久久免费av| 大香蕉97超碰在线| 欧美亚洲 丝袜 人妻 在线|