482 research outputs found

    Mobile exergaming in adolescents’ everyday life—contextual design of where, when, with whom, and how: the SmartLife case

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    Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gameplay for mobile exergaming in adolescents’ everyday life to inform game design and the integration of gameplay into everyday life. Eight focus groups were conducted with 49 Flemish adolescents (11 to 17 years of age). The focus groups were audiotaped, transcribed, and analyzed by means of thematic analysis via Nvivo 11 software (QSR International Pty Ltd., Victoria, Australia). The adolescents indicated leisure time and travel time to and from school as suitable timeframes for playing a mobile exergame. Outdoor gameplay should be restricted to the personal living environment of adolescents. Besides outdoor locations, the game should also be adaptable to at-home activities. Activities could vary from running outside to fitness exercises inside. Furthermore, the social context of the game was important, e.g., playing in teams or meeting at (virtual) meeting points. Physical activity tracking via smart clothing was identified as a motivator for gameplay. By means of this study, game developers may be better equipped to develop mobile exergames that embed gameplay in adolescents’ everyday life

    Analysis of the applicability and utility of a gamified didactics with exergames at primary schools: Qualitative findings from a natural experiment

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    One of the main objectives of Physical Education in elementary schools is to encourage motivation so that the subject enhances academic performance and the practice of physical exercise. Didactic research should evaluate the effectiveness of educational methods to know if they are applicable, useful, and in what sense. Exergames are digital motor games that aim to stimulate players'' motor skills. Gamification refers to the use of game-based elements in nongame contexts to motivate actions. This research evaluates a gamified exergaming intervention, designed to improve children''s academic performance by focusing on understanding applicability and usefulness. A natural experiment was set up in schools according to a mixed methods design. The qualitative data herein reported were collected during a natural experiment with a nonrandomized controlled design. The qualitative research design was used with field notes, an open-questions questionnaire, individual semi-structured interviews and focus group interviews. Eight teachers and 417 students took part. A content analysis was chosen as the methodological orientation. The facilitators were the realism of their didactic design and their adaptability to different educational contexts. The main barriers were the required materials and facilities. Teachers and students'' attitudes were very positive, although future use was inconclusive. These findings may imply that this study is one of the few to provide positive evidence for educational gamification. The “Mechanics-Dynamics-Aesthetics” gamification model and the “Just Dance Now” exergame may be applicable and useful for didactics in Physical Education, but all the participants'' suggestions need to be considered to improve teaching interventions

    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

    Circus in Motion: A Multimodal Exergame Supporting Vestibular Therapy for Children with Autism

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    Exergames are serious games that involve physical exertion and are thought of as a form of exercise by using novel input models. Exergames are promising in improving the vestibular differences of children with autism but often lack of adaptation mechanisms that adjust the difficulty level of the exergame. In this paper, we present the design and development of Circus in Motion, a multimodal exergame supporting children with autism with the practice of non-locomotor movements. We describe how the data from a 3D depth camera enables the tracking of non-locomotor movements allowing children to naturally interact with the exergame . A controlled experiment with 12 children with autism shows Circus in Motion excels traditional vestibular therapies in increasing physical activation and the number of movements repetitions. We show how data from real-time usage of Circus in Motion could be used to feed a fuzzy logic model that can adjust the difficulty level of the exergame according to each childs motor performance. We close discussing open challenges and opportunities of multimodal exergames to support motor therapeutic interventions for children with autism in the long-term

    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

    Game Changer: Investing in Digital Play to Advance Children's Learning and Health

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    Based on a literature review and interviews with digital learning experts, explores how digital games can foster skills and knowledge for better academic performance and health. Makes recommendations for government research, partnerships, and media

    Multi-user virtual environments for physical education and sport training

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    For effective learning and training, virtual environments may provide lifelike opportunities, and researchers are actively investigating their potential for educational purposes. Minimal research attention has been paid to the integration of multi-user virtual environments (MUVE) technology for teaching and practicing real sports. In this chapter, the authors reviewed the justifications, possibilities, challenges, and future directions of using MUVE systems. The authors addressed issues such as informal learning, design, engagement, collaboration, learning style, learning evaluation, motivation, and gender, followed by the identification of required elements for successful implementations. In the second part, the authors talked about exergames, the necessity of evaluation, and examples on exploring the behavior of players during playing. Finally, insights on the application of sports exergames in teaching, practicing, and encouraging real sports were discussed

    The physical and cognitive benefits of casual exergame play

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    Exercise can provide both physical and cognitive benefits to overall health, including long-term and short-term effects on wellness. In order to get these benefits, it is recommended that people perform at least 30 minutes of moderate-intensity exercise a day; however, many people do not get the recommended amount of exercise per day, which can result in health problems such as obesity and chronic disease. In this thesis, we propose a new genre of games called casual exergames, which we define as exergames that are designed to motivate people to exercise in small chunks of time multiple times throughout the day. Casual exergames have three advantages. First, games have been shown to have a strong motivation pull to play (i.e., people enjoy playing games), and casual games – those designed to be played in small chunks of time – have seen huge market success. Thus, we feel that applying casual game design to exergames will provide players with an enjoyable experience while performing physical activity. Second, research supports the approach of breaking exercise into small chunks, as the physical benefits of three moderate-intensity short bouts of physical activity (each lasting about 10 minutes) are similar to those of one continuous 30-minute bout. Thus, there should be physical benefits of casual exergame play. Third, short bouts of exercise have been shown to yield acute cognitive benefits. Thus a well-designed casual exergame should also produce measurable benefits to cognition. Following this approach, we designed and implemented a causal exergame called GrabApple, using the Microsoft Kinect sensor to detect body movement. Through the evaluation of GrabApple (carried out in three research studies), we show that a well-designed casual exergame can: 1) yield physical activity levels (similar to exercise on a treadmill) that meet the guidelines for moderate-intensity physical activity; 2) produce significant acute benefits to cognition over playing a sedentary version of the game; and 3) be integrated into a school setting with the potential of helping kids achieve physical activity thresholds, while also helping them to refocus throughout the day. In general, our game may encourage adults and school-aged children to get the recommended levels of exercise throughout the day and also obtain the acute cognitive benefits provided by physical activity

    Closing the loop in exergaming - Health benefits of biocybernetic adaptation in senior adults

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    Exergames help senior players to get physically active by promoting fun and enjoyment while exercising. However, most exergames are not designed to produce recommended levels of exercise that elicit adequate physical responses for optimal training in the aged population. In this project, we developed physiological computing technologies to overcome this issue by making real-time adaptations in a custom exergame based on recommendations for targeted heart rate (HR) levels. This biocybernetic adaptation was evaluated against conventional cardiorespiratory training in a group of active senior adults through a floor-projected exergame and a smartwatch to record HR data. Results showed that the physiologically-augmented exergame leads players to exert around 40% more time in the recommended HR levels, compared to the conventional training, avoiding over exercising and maintaining good enjoyment levels. Finally, we made available our biocybernetic adaptation software tool to enable the creation of physiological adaptive videogames, permitting the replication of our study.info:eu-repo/semantics/publishedVersio

    Human factors in entertainment computing: designing for diversity

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    Although several casual gaming systems have been developed during the past years, little research examining the impact of human factors on the design and use of digital games has been carried out, and commercially available games are only partially suitable for audiences with special needs. The research project described within this paper aims to analyze and explore design guidelines for diverse audiences and results of focus group gaming sessions to develop a research toolbox allowing for the easy creation of adaptable and accessible game scenarios. Thereby, a controllable environment for the detailed evaluation of the interrelations between human factors and entertainment systems is provided. Results obtained by further testing will be integrated in the toolbox, and may foster the development of accessible games, thus opening up new opportunities for diverse audiences and allowing them to further engage in digital games. Copyright 2011 ACM
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