33 research outputs found

    Virtual and Authentic Tennis: Similarities and Differences of Three Common Tennis Strokes

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    The purpose of this mixed-methods multi-phase study was to compare the similarities and differences of three common tennis strokes performed by National Collegiate Athletic Association Division I tennis players in an authentic and motion-based video game (MBVG) environment. Moreover, the perceived effectiveness of using MBVGs as a pedagogical tool was also examined. Statistical analyses revealed that the forehand, backhand, and serve were performed significantly different in the authentic and MBVG environments. However, the participants perceived that the MBVG forehand and serve were similar to the authentic environment. In addition, the participants perceived several positives and negatives of utilizing MBVGs when teaching sports skills, particularly in reference to beginner and experienced tennis athletes. Implications of these findings for physical educators and coaches are discussed

    SUPPORTING THERAPY-CENTERED GAME DESIGN FOR BRAIN INJURY REHABILITATION

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    Brain injuries (BI) are a major public health issue. Many therapists who work with patients who have had a BI include games to ameliorate boredom associated with repetitive rehabilitation. However, designing effective, appropriate, and engaging games for BI therapy is challenging. The challenge is especially manifested when considering how to consolidate the different mindsets and motivations among key stakeholders; i.e., game designers and therapists. In this dissertation, I investigated the ideation, creation, and evaluation of game design patterns and a design tool, GaPBIT (Game Design Patterns for BI Therapy) that leveraged patterns to support ideation of BI therapy game concepts and facilitate communication among designers and therapists. Design patterns, originated from the work of Christopher Alexander, provide a common design language in a specific field by documenting reusable design concepts that have successfully solved recurring problems. This investigation involved four overlapping phases. In Phase One, I interviewed 11 professional game designers focused on games for health (serious games embedded with health-related goals) to explore how they perceived and approached their work. In Phase Two, I identified 25 therapy-centered game design patterns through analyzing data about game use in BI therapy. Based on those patterns, in Phase Three I created and iterated the GaPBIT prototype through user studies. In Phase Four, I conducted quasi-experimental case studies to establish the efficacy and user experience of GaPBIT in game design workshops that involved both game designers and therapists. During the design workshops, the design patterns and GaPBIT supported exploration of game design ideas and effectively facilitated discussion among designers and therapists. The results also indicated that these tools were especially beneficial for novice game designers. This work significantly promotes game design for BI rehabilitation by providing designers and therapists with easier access to the information about requirements in rehabilitation games. Additionally, this work modeled a novel research methodology for investigating domains where balancing the role of designers and other stakeholders is particularly important. Through a “practitioner-centered” process, this work also provides an exemplar of investigating technologies that directly address the information needs of professional practitioners

    VIRTUAL AND AUTHENTIC TENNIS: SIMILARITIES AND DIFFERENCES OF THREE COMMON TENNIS STROKES PERFORMED BY COLLEGIATE PLAYERS

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    The purpose of this study was to compare the similarities and differences of three common tennis strokes (i.e., forehand, backhand, and serve) performed by National Collegiate Athletic Association Division I tennis players in an authentic and motion-based video game (MBVG) environment. Moreover, through qualitative focus groups, the perceived effectiveness of using MBVGs as a pedagogical tool was also examined. Video and statistical analyses revealed several positives and negatives of utilizing MBVGs when teaching sports skills, particularly in reference to beginner and experienced tennis athletes. Implications of these findings for physical educators, sport coaches, and sport video game developers are discussed

    From Simulation to Imitation: Controllers, Corporeality, and Mimetic Play

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    Background. We contend that a conceptual conflation of simulation and imitation persists at the heart of claims for the power of game-based simulations for learning. Recent changes in controller-technologies and gaming systems, we argue, make this conflation of concepts more readily apparent, and its significant educational implications more evident. Aim. This article examines the evolution in controller technologies of imitation that support players’ embodied competence, rather than players’ ability to simulate such competence. Digital gameplay undergoes an epistemological shift when player and game interactions are no longer restricted to simulations of actions on a screen, but instead support embodied imitation as a central element of gameplay. We interrogate the distinctive meanings and affordances of simulation and imitation and offer a critical conceptual strategy for refining, and indeed redefining, what counts as learning in and from digital games. Method. We draw upon actor-network theory to identify what is educationally significant about the digitally mediated learning ecologies enabled by imitation based gaming consoles and controllers. Actor-network theory helps us discern relations between human actors and technical artifacts, illuminating the complex inter-dependencies and inter-actions of the socio-technical support networks too long overlooked in androcentric theories of human action and cognitive psychology. Conclusion. By articulating distinctions between simulation and imitation, we show how imitative practices afforded by mimetic game controllers and next generation motion-capture technologies offer a different picture of learning through playing digital games, and suggest novel and productive avenues for research and educational practice

    Small-Scale Exertion in Sports Video Games

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    Sports video games should be inherently competitive, but they fall short in providing competition between player skills. The translation of real-world physical activities to a game controller and the emphasis on statistical simulations in traditional sports video games leads to a limited opportunity for expertise development, individual differentiation, and fatigue. These are three very important aspects of real-world sports that are lacking in sports video games. One possible solution to these difficulties is to use small-scale exertion. This method requires the design of an input mechanic that requires only the use of hands and fingers (or feet). We created two small-scale exertion sports video games (Track and Field Racing and Jelly Polo) and ran four studies to compare our small-scale exertion games to traditional rate-based sports video games. Qualitative and quantitative results suggest that using small-scale exertion increases the amount of expertise development, individual differentiation, and fatigue in sports video games. Results also suggest small-scale exertion controls are more engaging than traditional rate-based controls. By using small-scale exertion to add physicality into sports video games, we are able to increase richness, competitiveness, and realism in order to create a game which is competitive, in terms of player skill, and sport-like

    Investigating the Value of Acceptance and Commitment Therapy and Nintendo Wii Physical Activity for Older Adults

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    There has been much debate on best practices for limiting negative outcomes associated with relocation, sedentary lifestyle, and social isolation after older adults relocate to a residential care facility. This thesis is an exploration of the novel intervention combining Acceptance and Commitment Therapy with Nintendo Wii gameplay that was designed to improve initiation and adherence to physical activity. Acceptance and Commitment Therapy is an empirically based psychological intervention that utilizes mindfulness and acceptance techniques along with values-based action to improve one’s perception of life worth. The primary aim for this thesis was to understand more about the experiences that older adults residing in a residential care facility have with this intervention. Four participants were observed during the intervention and interviewed after the intervention. Multiple forms of analyses were performed such as, inductive interview content analysis, inductive and deductive analysis of observational field notes, deductive analysis of interviews, and deductive analysis of inductive findings. Results revealed that Nintendo Wii gameplay provides a convenient outlet for physical activity where older adults can participate in activities they once enjoyed and individuals with minimal functionality have the capacity to successfully and safely play the Nintendo Wii. Further, older adults prefer to participate in physical activities that are fun and do not feel like exercise; and, participate in small groups rather than large groups. After the intervention only one participant perceived that participation lead to physical health improvements, however, all participants perceived that the intervention increased mental health and social functioning levels. Additionally, all participants understood and were in agreement with the principles of Acceptance and Commitment Therapy, which increased initiation and adherence to physical activity. The intervention featured in this study could be useful for these purposes with similar participants in residential care facilities, although additional research is necessary to corroborate the findings of this study and to continue developing new knowledge in this area

    Ubiquitous interactive displays: magical experiences beyond the screen

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    Ubiquitous Interactive Displays are interfaces that extend interaction beyond traditional flat screens. This thesis presents a series of proof-of-concept systems exploring three interactive displays: the first part of this thesis explores interactive projective displays, where the use of projected light transforms and enhances physical objects in our environment. The second part of this thesis explores gestural displays, where traditional mobile devices such as our smartphones are equipped with depth sensors to enable input and output around a device. Finally, I introduce a new tactile display that imbues our physical spaces with a sense of touch in mid air without requiring the user to wear a physical device. These systems explore a future where interfaces are inherently everywhere, connecting our physical objects and spaces together through visual, gestural and tactile displays. I aim to demonstrate new technical innovations as well as compelling interactions with one ore more users and their physical environment. These new interactive displays enable novel experiences beyond flat screens that blurs the line between the physical and virtual world
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