Evaluating Player Experience in Cycling Exergames

M. Hoda, Rana Alattas, Abdulmotaleb El Saddik
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引用次数: 11

Abstract

Obesity has become a worldwide problem which most countries are trying to fight. It affects many people, irrespective of age, race, gender, or religion, anyone can suffer from obesity that leads to serious problems for individuals and for society as a whole. In this study we have selected two groups of people: the basic people who rarely exercise on a weekly basis, and the average people who exercise regularly every week. We have explored the attitude of the two groups towards mixing exercises with games in order to motivate the people with basic activity levels to exercise more frequently. We have used a qualitative standard online questionnaire from AttrakDiff and we have done a quantitative study of some important factors during exercises. The results of the qualitative and quantitative studies were very encouraging, as they reveal that mixing games with exercises can transform boring exercises into entertaining ones. It can also motivate players to continue and repeat the exercises. The ANOVA test has been applied and it shows that combining games with the bike has a significant effect on the speed and the average rotation per minute of the participants.
评估循环游戏中的玩家体验
肥胖已经成为一个世界性的问题,大多数国家都在努力解决这个问题。它影响到许多人,无论年龄、种族、性别或宗教,任何人都可能患有肥胖,这会给个人和整个社会带来严重的问题。在这项研究中,我们选择了两组人:一组是很少每周锻炼的基本人群,另一组是每周定期锻炼的普通人。我们探索了这两个群体对将运动与游戏结合起来的态度,以激励具有基本活动水平的人更频繁地运动。我们使用了一份来自AttrakDiff的定性标准在线问卷,并对练习过程中的一些重要因素进行了定量研究。定性和定量研究的结果非常令人鼓舞,因为它们揭示了将游戏与练习相结合可以将无聊的练习转变为有趣的练习。它还可以激励玩家继续和重复练习。方差分析表明,将游戏与自行车结合对参与者的速度和平均每分钟旋转有显著影响。
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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