Micaela Y. Martin, Carlos Marín-Lora, Miguel Chover
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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。
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.
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.