作为锻炼的游戏玩法

K. Hagen, K. Chorianopoulos, Alf Inge Wang, M. L. Jaccheri, S. Weie
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引用次数: 29

摘要

我们设计并评估了一款运动电子游戏,以克服阻碍运动游戏成为可行的持续运动选择的两个挑战;体力消耗不足和玩家留存率。这是通过执行最受欢迎的电子游戏所共有的共同功能,并将它们与游戏中的消耗无缝地结合在一起而实现的。在一项用户研究中,8名参与者在三天内玩了132次这款游戏。与控制条件下的适度步行相比,运动组在主观享受和身体活动程度上得分更高。进一步的研究可以考虑游戏的替代版本,以及不同的用户群体。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gameplay as Exercise
We designed and evaluated an exertion video game in order to overcome two challenges that are preventing exergames from becoming a viable sustained exercise alternative; insufficient physical exertion and player retention. This was achieved by implementing common features shared by the most popular video games and seamlessly merging them with the exertion found in exergames. A user study was performed where the exergame was played 132 times over three days by 8 participants. Compared to the control condition, a moderately paced walk, the exergame scored better on both subjective enjoyment and degree of physical activity. Further research could consider alternative versions of exergames, as well as different user groups.
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