Virtual and “real-life” wall/rock climbing: motor movement comparisons and video gaming pedagogical perceptions
Richard W.Riley College of Education
Physical Education, Sport, and Human Performance
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.
Digital Commons Citation
Jenny, S. & Schary, D. (2016). Virtual and "real-life" wall/rock climbing: Motor movement comparisons and video gaming pedagogical perceptions. Sports Technology. DOI: 10.1080/19346182.2015.1118110