Lessons learned from experiments with four pedal-based exergames

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Alf Inge Wang, Emil Petter Schrøder, Øystein Hammersland, Christian Magnus Rand, Sander Kaalaas Østvik, Aschmirthan Sivaranjan, Sondre Strand Haltbakk, Sigrid Greiff Elnan, Vilde Voss Stabell
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引用次数: 0

Abstract

The rise in sedentary lifestyles is a growing concern, contributing to health issues such as premature mortality, cardiovascular diseases, and type 2 diabetes. A key factor in this trend is a lack of motivation to exercise. Exergames – video games designed to promote physical activity – offer a potential solution by making exercise more engaging. This study explores four pedal-based exergames, each differing in genre, concept, and controls, to assess their impact on gameflow, enjoyment, motivation, replayability, and exercise intensity. The results indicate that these games generally support positive gameflow, enjoyment, and high-intensity exercise while motivating some individuals to be more active. The study also highlights key differences between the games and presents seven design recommendations for future pedal-based exergames.
从四个踏板运动游戏中获得的经验教训
久坐不动的生活方式越来越受到关注,它会导致过早死亡、心血管疾病和2型糖尿病等健康问题。造成这种趋势的一个关键因素是缺乏锻炼的动力。Exergames——旨在促进身体活动的电子游戏——提供了一个潜在的解决方案,使锻炼更有吸引力。本研究探讨了四种基于踏板的运动游戏,每种游戏在类型、概念和控制上都有所不同,以评估它们对游戏流、乐趣、动机、重玩性和运动强度的影响。结果表明,这些游戏通常支持积极的游戏流、乐趣和高强度运动,同时激励一些人更活跃。该研究还强调了这两款游戏之间的主要区别,并为未来基于踏板的运动游戏提出了7项设计建议。
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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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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