ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup

A. Martin-Niedecken, Katja Rogers, Laia Turmo Vidal, Elisa D. Mekler, Elena Márquez Segura
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引用次数: 44

Abstract

Today's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of body, controller, and game scenario following a holistic design approach. To contribute to this topic and as a proof-of-concept, we designed the ExerCube, an adaptive fitness game setup. We evaluated participants' multi-sensory and bodily experiences with a non-adaptive and an adaptive ExerCube version and compared them with personal training to reveal insights to inform the next iteration of the ExerCube. Regarding flow, enjoyment and motivation, the ExerCube is on par with personal training. Results further reveal differences in perception of exertion, types and quality of movement, social factors, feedback, and audio experiences. Finally, we derive considerations for future research and development directions in holistic fitness game setups.
健身器与私人教练:评估一个整体的,沉浸式的,适应性的健身游戏设置
如今,许多有趣的健身解决方案都以游戏优先或健身优先的设计为特色;几乎没有一个能充分结合这两个领域。因此,现有的应用和评估往往缺乏对吸引力和有效性的关注,这应该根据整体设计方法在身体、控制器和游戏场景的层面上加以解决。为了对这一主题做出贡献,并作为概念验证,我们设计了一个自适应健身游戏设置。我们用非适应性和适应性健身器评估了参与者的多感官和身体体验,并将其与个人训练进行比较,以揭示对健身器下一次迭代的见解。在心流、享受和动力方面,健身器与个人训练不相上下。结果进一步揭示了运动感知、运动类型和质量、社会因素、反馈和音频体验的差异。最后,对未来整体健身游戏设置的研究和发展方向进行了思考。
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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