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Research Article

Virtual and “real-life” wall/rock climbing: motor movement comparisons and video gaming pedagogical perceptions

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Pages 100-111 | Received 16 Jul 2015, Accepted 05 Nov 2015, Published online: 11 Jan 2016
 

Abstract

The purpose of this study was to examine similarites and differences between motion-based video games (MBVGs) and “real-life” wall/rock climbing and determine the perceived usefulness of utilizing MBVGs when trying to teach someone how to authentically wall/rock climb. A mixed-methods multi-phase intervention with two randomized groups – wall/rock climbing first (WF; n = 12) and MBVGs first (GF; n = 12) utilizing Xbox One’s Kinect Sports Rivals Rock Climbing – was used. All participants had no prior climbing experience. Results indicated the participants perceived MBVGs and authentic wall/rock climbing were similar concerning climbing tactics/strategies and arm movements, but were different regarding effort and leg, finger/grip, and jumping movements. Moreover, both the MBVGs and “real-life” wall/rock climbing experiences were needed for a significant difference in the participants’ perceived understanding of both the necessary motor skills and tactics/strategies needed to wall/rock climb. In sum, MBVGs may be used as a pedagogical tool to teach strategies of wall/rock climbing, particularly with beginners or those with special needs, but caution must be heeded due to perceived effort and lower extremity movement differences compared to authentic climbing.

Acknowledgements

The authors express sincere gratitude to Candice Cobb, AJ Zeilstra, Nicole Merchant, Geoff Morrow, and Andrew Becker for their contributions toward this study.

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