136 research outputs found

    Towards understanding balancing in exertion games

    Get PDF
    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

    Expanding exertion gaming

    Get PDF
    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

    Expanding exertion gaming

    Get PDF
    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

    The effects of morning preconditioning protocols on testosterone, cortisol and afternoon sprint cycling performance [conference presentation]

    Get PDF
    Opportunities exist for athletes to undertake morning exercise protocols in an attempt to potentate afternoon performance. Four sub elite track sprint cyclists completed a morning cycling (Cyc) or weights-based protocol (WP) prior to an afternoon cycling time trial (500m) in a repeated measures, counterbalance crossover design. Measured variables included heart rate, blood lactate, cycling peak power, salivary testosterone (T) and cortisol levels along with time trial performance. Standardised differences in means via magnitude-based inferences were calculated using paired samples T-tests in SPSS version 24 with statistical significance set at p < 0.05. The WP produced significantly faster times in the final 250m in comparison to CycP. The anticipated circadian decline of T was observed after the CycP but was however mitigated following the WP. While slight decreases in 500m times were experienced during the WP, they were not significant and were considered within the normal variations experienced between performances by elite athletes. The effect of the WP on the circadian rhythm of T could be linked to a greater recruitment of muscle fibres. Results suggest a morning resistance protocol can positively affect testosterone levels for afternoon performance. Possible gender and individual responses from conducting a W over Cyc protocol were observed and require further investigation

    GPS analysis of a team competing at a national Under 18 field hockey tournament

    Get PDF
    The purpose of this study was to utilise global-positioning system (GPS) technology to quantify the running demands of national Under 18 field hockey players competing in a regional field hockey tournament. Ten male players (mean ± SD; age 17.2 ± 0.4 years; stature 178.1 ± 5.2 cm; body mass 78.8 ± 8.8 kg) wore GPS units while competing in six matches over seven days at the 2018 New Zealand national under 18 field hockey tournament. GPS enabled the measurement of total distance (TD), low-speed activity (LSA; 0 -14.9 km/hr), and high-speed running (HSR; ≥ 15 km/hr) distances. Differences in running demands (TD, LSA, HSR) between positions were assessed using effect size and percent difference ± 90% confidence intervals. Midfielders covered the most TD and LSA per game and strikers the most HSR during the 6 matches. There were “very large” differences between strikers and midfielders for TD and LSA, strikers and defenders for LSA and HSR, and defenders and midfielders for LSA. These results suggest that these playing positions are sufficiently different to warrant specialised position-specific conditioning training leading into a field hockey tournament

    A Design Framework for Engaging Collective Interaction Applications for Mobile Devices

    Get PDF
    The main objective of this research is to define the conceptual and technological key factors of engaging collective interaction applications for mobile devices. To answer the problem, a throwaway prototyping software development method is utilized to study design issues. Furthermore, a conceptual framework is constructed in accordance with design science activities. This fundamentally exploratory research is a combination of literature review, design and implementation of mobile device based prototypes, as well as empirical humancomputer interaction studies, which were conducted during the period 2008 - 2012. All the applications described in this thesis were developed mainly for research purposes in order to ensure that attention could be focused on the problem statement. The thesis presents the design process of the novel Engaging Collective Interaction (ECI) framework that can be used to design engaging collective interaction applications for mobile devices e.g. for public events and co-creational spaces such as sport events, schools or exhibitions. The building and evaluating phases of design science combine the existing knowledge and the results of the throwaway prototyping approach. Thus, the framework was constructed from the key factors identified of six developed and piloted prototypes. Finally, the framework was used to design and implement a collective sound sensing application in a classroom setting. The evaluation results indicated that the framework offered knowledge to develop a purposeful application. Furthermore, the evolutionary and iterative framework building process combined together with the throwaway prototyping process can be presented as an unseen Dual Process Prototyping (DPP) model. Therefore it is claimed that: 1) ECI can be used to design engaging collective interaction applications for mobile devices. 2) DPP is an appropriate method to build a framework or a model. This research indicates that the key factors of the presented framework are: collaborative control, gamification, playfulness, active spectatorship, continuous sensing, and collective experience. Further, the results supported the assumption that when the focus is more on activity rather than technology, it has a positive impact on the engagement. As a conclusion, this research has shown that a framework for engaging collective interaction applications for mobile devices can be designed (ECI) and it can be utilized to build an appropriate application. In addition, the framework design process can be presented as a novel model (DPP). The framework does not provide a step-by-step guide for designing applications, but it helps to refine the design of successful ones. The overall benefit of the framework is that developers can pay attention to the factors of engaging application at an early stage of design

    ExerLink: Enabling Pervasive Social Exergames with Heterogeneous Exercise Devices

    Get PDF
    We envision that diverse social exercising games, or exergames, will emerge, featuring much richer interactivity with immersive game play experiences. Further, the recent advances of mobile devices and wireless networking will make such social engagement more pervasive - people carry portable exergame devices (e.g., jump ropes) and interact with remote users anytime, anywhere. Towards this goal, we explore the potential of using heterogeneous exercise devices as game controllers for a multi-player social exergame; e.g., playing a boat paddling game with two remote exercisers (one with a jump rope, and the other with a treadmill). In this paper, we propose a novel platform called ExerLink that converts exercise intensity to game inputs and intelligently balances intensity/delay variations for fair game play experiences. We report the design considerations and guidelines obtained from the design and development processes of game controllers. We validate the efficacy of game controllers and demonstrate the feasibility of social exergames with heterogeneous exercise devices via extensive human subject studies.
    corecore