Exergame effectiveness: what the numbers can tell us

A. Whitehead, Hannah Johnston, Nicole Nixon, J. Welch
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引用次数: 120

Abstract

A sedentary lifestyle is linked to many diseases, including diabetes and heart disease, as well as ailments such as obesity, which is becoming the major root cause of early death in most industrialized countries. The advent of the television, computers and videogames has resulted in a more sedentary lifestyle, with more time spent in front of a screen more than ever before. Exergaming is a term used to describe video games that provide encouragement to exercise, particularly for an audience that may be reluctant to engage in the more traditional forms of exercise. Exergames are a commonly accepted method of encouraging more physical activity to promote better health for those with high levels of sedentary screen time. In this work, we survey a number of quantitative exergame studies to define a general set of elements that make exergames effective from a physical standpoint. We also examine the intended audience and the incentive elements necessary for an exergame to meet the needs of its audience. Finally, we examine our own exergame system and how well it performs against commercial systems.
游戏效率:数字能告诉我们什么
久坐不动的生活方式与许多疾病有关,包括糖尿病和心脏病,以及肥胖等疾病,肥胖正在成为大多数工业化国家过早死亡的主要根源。电视、电脑和电子游戏的出现导致了人们更久坐不动的生活方式,人们花在屏幕前的时间比以往任何时候都多。Exergaming是一个术语,用来描述那些鼓励锻炼的电子游戏,特别是那些可能不愿意参与更传统形式的锻炼的用户。运动游戏是一种普遍接受的方法,可以鼓励那些久坐不动的人进行更多的体育活动,以促进他们的健康。在这项工作中,我们调查了一些定量的exergame研究,从物理角度定义了使exergame有效的一般元素。我们还研究了目标用户和游戏满足用户需求的必要激励元素。最后,我们将检查我们自己的游戏系统以及它与商业系统的表现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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