30,266 research outputs found

    Expanding exertion gaming

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    While exertion games - digital games where the outcome is determined by physical exertion - are of growing interest in HCI, we believe the current health and fitness focus in the research of exertion games limits the opportunities this field has to offer. In order to broaden the agenda on exertion games, we link the existing fields of sports and interactive entertainment (arguing these fields have much to offer) by presenting four of our own designs as case studies. Using our experiences with these designs we highlight three key strategies to guide designers in the creation of richer exertion game experiences: designing a temporal trajectory through games with reference to the way exertion changes over time, designing for the inevitable and not necessarily negative effects of pain in exertion games, and designing for the highly socially situated nature of exertion gaming

    Visual complexity, player experience, performance and physical exertion in motion-based games for older adults

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    Motion-based video games can have a variety of benefits for the players and are increasingly applied in physical therapy, rehabilitation and prevention for older adults. However, little is known about how this audience experiences playing such games, how the player experience affects the way older adults interact with motion-based games, and how this can relate to therapy goals. In our work, we decompose the player experience of older adults engaging with motion-based games, focusing on the effects of manipulations of the game representation through the visual channel (visual complexity), since it is the primary interaction modality of most games and since vision impairments are common amongst older adults. We examine the effects of different levels of visual complexity on player experience, performance, and exertion in a study with fifteen participants. Our results show that visual complexity affects the way games are perceived in two ways: First, while older adults do have preferences in terms of visual complexity of video games, notable effects were only measurable following drastic variations. Second, perceived exertion shifts depending on the degree of visual complexity. These findings can help inform the design of motion-based games for therapy and rehabilitation for older adults

    Bubble popper: considering body contact in games

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    Exertion games, digital games that involve physical effort, are becoming more popular. Although some of these games support social experiences, they rarely consider or support body contact. We believe overlooking body contact as part of social play experiences limits opportunities to design engaging exertion games. To explore this opportunity, we present Bubble Popper, an exertion game that considers and facilitates body contact. Bubble Popper, which uses very simple technology, also demonstrates that considering and facilitating body contact can be achieved without the need to sense body contact. Through reflecting on our design and analyzing observations of play we are able to articulate what impact physical space layout in relation to digital game elements, and physical disparity between input and digital display can have on body contact. Our results aid game designers in creating engaging exertion game experiences by guiding them when considering body contact, ultimately helping players benefiting from more engaging exertion games

    Future user research for exertion games

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    Exertion is gaining currency in digital game design. Exertion games promise increased athletic performance and hence health benefits. They also offer enhanced engagement due to the coupling of physical engagement with digital gameplay. Addressing these converging perspectives is one of the challenges currently faced by researchers. To illustrate the implications for game user research and provoke reflection about future challenges, we describe our current research on Joggobot, a flying robot companion for joggers. We present a set of questions from our work that we believe represent some of the key challenges researchers will face when considering robots in exertion games. Through these questions, we aim to support research into the future of exertion games and develop guidance for designers to create better game experiences that leverage the many benefits of exertion for player

    Towards understanding balancing in exertion games

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    Playing exertion games with others can be engaging. However, players with different physical skill levels competing against each other can experience reduced engagement because they are either not challenged enough, or challenged too much. Balancing methods can address this; however, there is only limited understanding of balancing in exertion games. In this paper, we identify two distinct dimensional balancing techniques: "internal adjustment" and "external adjustment". We report results from a study where we measured player engagement after applying these adjustments to a digital table tennis game and the traditional table tennis game, finding two disengagement factors: "unexpected physical challenges" and "unacceptable competitive advantage". Based on these factors we derived a set of exertion game design considerations. We conclude that applying digital technology to a physical game can change the required skill level to play the game, and this can affect the impact of these adjustments on player engagement. These results enhances our understanding of balancing in exertion games, supporting the benefits of playing exertion games with others

    Modelling Physical Activity in Virtual Reality Games

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    This thesis was inspired by the possibility that virtual reality (VR) games, which are designed primarily to be fun, could also provide exercise. It aimed to gain insights about this by exploring whether people can gain beneficial levels of exercise while playing VR games and how they might use VR games for exercise over several weeks. Furthermore, this work also focuses on how the level of physical activity that can be captured during gameplay and how a long-term user model can be created for individual players, as a foundation for supporting the user in gaining personal informatics insights about their exertion as well as being used for personalisation and external recommendation for VR games. The key contributions of this research are: • The first study of a diverse set of commercial VR games to gain insights about the level of actual and perceived exertion players have. • The first long-term study of VR games in a sedentary workplace to gain insights about the ways people utilise it and the levels of exertion they gain. • Based on reflections on the above studies, this thesis presents a framework and guidelines for designing physical activity VR games. • The systematic creation of a user model for representing a person’s long-term fitness and their VR gameplay, exertion and preferences. • A study of the ways that people can scrutinise their long-term personal informatics user model of exertion from VR game play and incidental walking. These contributions provide a foundation for future researchers and industry practitioners to design VR games that provide beneficial levels of exertion and allow people to gain insights into the relative contribution of the exercise from gameplay

    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

    Exergame design for elderly users: the case study of SilverBalance

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    In this paper, we discuss chances and challenges of game design for an elderly audience with a focus on the development of safe and usable exertion games for frail senior citizens. Based on an analysis of theoretical constraints, we conducted a case study which implements different balance tasks for elderly players featuring the Nintendo Wii Balance Board which encourages users to actively engage in game play. Furthermore, we tested the feasibility of the board as input device for our case study SilverBalance. Our results indicate that age-related impairments influence the use of video games among frail elderly in many respects, hence their needs have to be considered during the design process. In this context, our paper provides a foundation for future research regarding digital games for the elderly. © 2010 ACM

    Hanging off a bar

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    Exertion Games involve physical effort and as a result can facilitate physical health benefits. We present Hanging off a Bar, an action hero-inspired Exertion Game in which players hang off an exercise bar over a virtual river for as long as possible. Initial observations from three events with audiences ranging from the general public to expert game designers suggest that Hanging off a Bar can be engaging for players and facilitate intense exertion within seconds. Furthermore, we collected suggestions for what game elements players believe could entice them to increase their physical effort investment. These suggestions, combined with Hanging off a Bar as research vehicle due to the easy measurement of exertion through hanging time, enable future explorations into the relationship between digital game elements and physical exertion, guiding designers on how to support exertion in digital game
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