308 research outputs found

    Flow Experience as a Quality Measure in Evaluating Physically Activating Collaborative Serious Games

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    The measurement of the subjective playing experience is important part of the game development process. The enjoyment level that a serious game offers is a key factor in determining whether a player will be engaged in the gameplay and achieve the objectives of the game. In this paper we report the results of a game design process in which two prototypes of a collaborative exergame were studied. The main aim of the paper is to explore to what extend the measurement of flow experience can facilitate the game evaluation and design process. Alltogether 102 junior high school students participated in two user experience studies and played collaborative exergames designed to teach soft skills. Playing experience was measured with a flow questionnaire, playing behavior was observed and some of the players were interviewed. The results showed that flow experience can be used to evaluate the overall quality of the gameplay and it provides a structured approach to consider the quality of the game. However, flow does not provide detailed information about the shortages of the game and thus complementary methods is needed to identify the causes. The results also indicated that flow experience was independent of gender that supports its use in quality measurement

    Gamification’s impact on the intrinsic motivation for physical activity

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    Abstract. In the modern days physical activity among the children and adolescents have generally decreased and, in turn, increased the prevalence of obesity and different health issues caused by obesity. There have been several attempts to motivate the young to start exercising and having a healthier lifestyle by making it more engaging and fun. One of the methods of inspiring the young people to get moving stems from video games. Gamification has been trendy in the last century and it is still talked about. The primary objective of the gamification is to decrease the threshold of doing something and repeating it by implementing different gamifying elements like point scoring. There have been many different attempts to implement gamifying elements into various activities. But in some cases the motivation to exercise wanes once the user’s interest towards the game itself decreases. In this paper I explore the cases of using gamification to improve peoples’ physical activity and promote better health. The objective of this paper is to use a systematic literature review to find out and map the amount of research that has been done about gamification and its impact on the intrinsic motivation for physical activity

    Understanding the exergame user experience : users' motivation, attitude and behaviour in a location-aware pervasive exergame for adolescent children

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    The benefits of physical activity for adolescent children are well understood. Despite this, within much of the Western World, children fail to achieve the recommended guidelines for physical activity participation, spending too much time on sedentary activities. Thanks to recent progressions in ubiquitous technologies, exergames - exercise video games - have emerged as a potential solution to the problem. By facilitating physical activity, and encouraging behavioural change within an enjoyable and motivating context, exergames have the potential to remove some of the barriers preventing many adolescents from sufficient physical activity participation. There are, however, few studies of exergame systems that have looked at the impact of the system over time. Additionally, many systems are not evaluated within ecologically valid contexts. The result of this is a lack of real understanding on the efficacy of exergame systems and their feasibility as a valid solution. This thesis investigates the design, development, and evaluation of a locationaware exergame for adolescent children: iFitQuest. Through analysis of two prolonged use school-based evaluations, this research provides evidence on the ability of exergames to facilitate physical activity and reduce sedentary behaviour, when targeted at adolescent children within a school context. The results of two evaluations suggest that iFitQuest was enjoyable, motivating, and physically demanding, with the ability to promote physical activity of all intensities in players with a range of attitudes towards physical activity, their own physical activity abilities, and physical activity participation backgrounds. The primary contribution of this thesis is the indepth evaluation of the exergame user experience. Looking beyond the general success of the system, the experience of individual players was analysed through the lens of Bandura's theory of self-efficacy. Through a mixed-methods case study analysis, self-efficacy was established as an accurate method to explain and understand in-game behaviour, in particular with respect to goal setting and game selection habits. By influencing and moderating the players' motivation, attitude and in-game behaviour, self-efficacy was established as a useful tool for future exergame practitioners. Guidelines on the application of self-efficacy are provided, with respect to both analysis and design. Additionally, through a naturalistic and prolonged evaluation, a number of logistical and contextual lessons for the evaluation of exergames were established. In particular, the use of a user-centred design approach for the development of similar systems is validated through a series of design guidelines, which account for the importance and influence of the evaluation context

    Motivational strategies and approaches for single and multi-player exergames: A social perspective

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    Background: Exergames have attracted the interest of academics, practitioners, and designers, in domains as diverse as health, human-computer interaction, psychology, and information technology. This is primarily because exergames can make the exercise experience more enjoyable and entertaining, and in turn, can increase exercise levels. Despite the many benefits of exergames, they suffer from retention problems. Thus, the objective of this article was to review theories and game elements that have been empirically examined or employed in an attempt to make exergames more motivating so people engage in sustained physical activity (duration of physical activity) in a repeating pattern over time (frequency of physical activity). Methodology: A literature search and narrative review were conducted. Results: Five major theories and elements were prevalent in the exergaming literature: (1) self-determination theory, (2) gamification, (3) competition and cooperation, (4) situational interest, and (5) social interaction. These theories and elements are important for encouraging long-term play and show promise for designing exergames to promote sustained engagement and motivate physical activity. We discuss their strengths and weaknesses throughout the paper. Conclusions: The long-term effectiveness of exergame interventions is unclear mainly because of the limited amount of long-term studies. Better metrics are also needed to evaluate this effectiveness. We also identified particular attention to social factors and group dynamics, such as multi-player exergames and more effective player matchmaking strategies for increasing social connectedness, as a key area of future research

    Serious Gaming for Behaviour Change: A Systematic Review

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    Over the years, there has been a significant increase in the adoption of game-based interventions for behaviour change associated with many fields such as health, education, and psychology. This is due to the significance of the players’ intrinsic motivation that is naturally generated to play games and the substantial impact they can have on players. Many review papers measure the effectiveness of the use of gaming on changing behaviours; however, these studies neglect the game features involved in the game design process, which have an impact of stimulating behaviour change. Therefore, this paper aimed to identify game design mechanics and features that are reported to commonly influence behaviour change during and/or after the interventions. This paper identified key theories of behaviour change that inform the game design process, providing insights that can be adopted by game designers for informing considerations on the use of game features for moderating behaviour in their own games

    Processes and models for serious game design and development

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    Information technology for active ageing: A review of theory and practice

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    Active Ageing aims to foster a physically, mentally and socially active lifestyle as a person ages. It is a complex, multi-faceted problem that involves a variety of different actors, such as policy makers, doctors, care givers, family members, friends and, of course, older adults. This review aims to understand the role of a new actor, which increasingly plays the role of enabler and facilitator, i.e., that of the technology provider. The review specifically focuses on Information Technology (IT), with a particular emphasis on software applications, and on how IT can prevent decline, compensate for lost capabilities, aid care, and enhance existing capabilities. The analysis confirms the crucial role of IT in Active Ageing, shows that Active Ageing requires a multidisciplinary approach, and identifies the need for better integration of hardware, software, the environment and the involved actors
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