跑步机跑步应用中游戏体验的比较分析

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Micaela Y. Martin, Carlos Marín-Lora, Miguel Chover
{"title":"跑步机跑步应用中游戏体验的比较分析","authors":"Micaela Y. Martin, Carlos Marín-Lora, Miguel Chover","doi":"10.1016/j.entcom.2024.100888","DOIUrl":null,"url":null,"abstract":"Despite the growing popularity of treadmill running apps, comparative analyses between exergames and traditional running simulators in terms of user experience are scarce. This study aims to fill this gap by examining user experiences across three different treadmill running apps: Zwift (a running simulator), Ring Fit Adventure (a Nintendo Switch game), and Fitoon (a mobile-specific treadmill game). Using unique interaction mechanisms-pedometer, leg-mounted controller with Ring-Con, and smartwatch, respectively, each app is evaluated through the In-Game version of the Game Experience Questionnaire. Results indicate that exergames, particularly Fitoon, significantly improve Competence, Immersion, and game flow compared to traditional treadmill running activities. However, contrary to expectations, the use of a smartwatch for interaction did not significantly decrease levels of Negative Affect. This finding underscores the complexity of the relationship between interaction mechanisms and their impact on user emotions within treadmill running applications. By providing a comprehensive analysis of user experiences, this study provides insight into the potential benefits and limitations of different interaction systems and platforms, providing valuable information for the development of more emotionally engaging and rewarding treadmill running apps. crucial.","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":null,"pages":null},"PeriodicalIF":2.8000,"publicationDate":"2024-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A comparative analysis of game experience in treadmill running applications\",\"authors\":\"Micaela Y. Martin, Carlos Marín-Lora, Miguel Chover\",\"doi\":\"10.1016/j.entcom.2024.100888\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Despite the growing popularity of treadmill running apps, comparative analyses between exergames and traditional running simulators in terms of user experience are scarce. This study aims to fill this gap by examining user experiences across three different treadmill running apps: Zwift (a running simulator), Ring Fit Adventure (a Nintendo Switch game), and Fitoon (a mobile-specific treadmill game). Using unique interaction mechanisms-pedometer, leg-mounted controller with Ring-Con, and smartwatch, respectively, each app is evaluated through the In-Game version of the Game Experience Questionnaire. Results indicate that exergames, particularly Fitoon, significantly improve Competence, Immersion, and game flow compared to traditional treadmill running activities. However, contrary to expectations, the use of a smartwatch for interaction did not significantly decrease levels of Negative Affect. This finding underscores the complexity of the relationship between interaction mechanisms and their impact on user emotions within treadmill running applications. By providing a comprehensive analysis of user experiences, this study provides insight into the potential benefits and limitations of different interaction systems and platforms, providing valuable information for the development of more emotionally engaging and rewarding treadmill running apps. crucial.\",\"PeriodicalId\":55997,\"journal\":{\"name\":\"Entertainment Computing\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":2.8000,\"publicationDate\":\"2024-09-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Entertainment Computing\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://doi.org/10.1016/j.entcom.2024.100888\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, CYBERNETICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1016/j.entcom.2024.100888","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0

摘要

尽管跑步机跑步应用程序越来越受欢迎,但就用户体验而言,外部游戏与传统跑步模拟器之间的比较分析却很少见。本研究旨在通过研究三种不同跑步机跑步应用程序的用户体验来填补这一空白:Zwift(跑步模拟器)、Ring Fit Adventure(任天堂 Switch 游戏)和 Fitoon(移动专用跑步机游戏)。每个应用程序分别使用独特的交互机制--计步器、带Ring-Con的腿部控制器和智能手表,通过游戏体验问卷的游戏内版本进行评估。结果表明,与传统的跑步机跑步活动相比,体外游戏(尤其是 Fitoon)能显著提高能力、沉浸感和游戏流程。然而,与预期相反的是,使用智能手表进行互动并没有明显降低消极情绪的水平。这一发现凸显了跑步机跑步应用中交互机制及其对用户情绪影响之间关系的复杂性。通过对用户体验进行全面分析,本研究深入探讨了不同交互系统和平台的潜在优势和局限性,为开发更具情感吸引力和回报性的跑步机跑步应用程序提供了宝贵信息。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A comparative analysis of game experience in treadmill running applications
Despite the growing popularity of treadmill running apps, comparative analyses between exergames and traditional running simulators in terms of user experience are scarce. This study aims to fill this gap by examining user experiences across three different treadmill running apps: Zwift (a running simulator), Ring Fit Adventure (a Nintendo Switch game), and Fitoon (a mobile-specific treadmill game). Using unique interaction mechanisms-pedometer, leg-mounted controller with Ring-Con, and smartwatch, respectively, each app is evaluated through the In-Game version of the Game Experience Questionnaire. Results indicate that exergames, particularly Fitoon, significantly improve Competence, Immersion, and game flow compared to traditional treadmill running activities. However, contrary to expectations, the use of a smartwatch for interaction did not significantly decrease levels of Negative Affect. This finding underscores the complexity of the relationship between interaction mechanisms and their impact on user emotions within treadmill running applications. By providing a comprehensive analysis of user experiences, this study provides insight into the potential benefits and limitations of different interaction systems and platforms, providing valuable information for the development of more emotionally engaging and rewarding treadmill running apps. crucial.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
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.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信