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Designing for Exertion: How Heart-Rate Power-ups Increase Physical Activity in Exergames

Published: 05 October 2015 Publication History

Abstract

Exergames have proven to be a fun way of engaging in physical activity, but analyses of the energy expenditure required to play exergames indicate that most exergame play is not sufficiently vigorous to replace traditional physical activity. In this paper, we argue that it is important to design for exertion in exergames. To illustrate this idea, we present a novel game mechanic, the heart rate power-up, which can be applied to a wide range of exergame styles. A study of 20 participants found that heart-rate power-ups increase exertion levels in games -- sometimes dramatically -- while also increasing players' level of enjoyment.

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Cited By

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  • (2024)Assessing the validity of wearable technology as game input for exergames2024 IEEE 12th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH61285.2024.10639589(1-8)Online publication date: 7-Aug-2024
  • (2023)Wearable Technology as Game Input for Active Exergames2023 IEEE 11th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH57547.2023.10253785(1-8)Online publication date: 28-Aug-2023
  • (2023)The Effect of Assigned Goals in Casual Exergames on Performance, Exertion and Enjoyment2023 IEEE 11th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH57547.2023.10253767(1-7)Online publication date: 28-Aug-2023
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    cover image ACM Conferences
    CHI PLAY '15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
    October 2015
    852 pages
    ISBN:9781450334662
    DOI:10.1145/2793107
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Publication History

    Published: 05 October 2015

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    Author Tags

    1. active video game
    2. exergame
    3. video game design

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    CHI PLAY '15 Paper Acceptance Rate 40 of 144 submissions, 28%;
    Overall Acceptance Rate 421 of 1,386 submissions, 30%

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    Cited By

    View all
    • (2024)Assessing the validity of wearable technology as game input for exergames2024 IEEE 12th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH61285.2024.10639589(1-8)Online publication date: 7-Aug-2024
    • (2023)Wearable Technology as Game Input for Active Exergames2023 IEEE 11th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH57547.2023.10253785(1-8)Online publication date: 28-Aug-2023
    • (2023)The Effect of Assigned Goals in Casual Exergames on Performance, Exertion and Enjoyment2023 IEEE 11th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH57547.2023.10253767(1-7)Online publication date: 28-Aug-2023
    • (2023)Increasing motivation in social exercise games: personalising gamification elements to player typeBehaviour & Information Technology10.1080/0144929X.2023.2255293(1-31)Online publication date: 13-Sep-2023
    • (2023)The Pursuit of Fun in Digital Games: From the Sandpit to the Console and BeyondGrand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–203010.1007/978-3-031-27639-2_2(25-46)Online publication date: 10-Mar-2023
    • (2022)CoXercise - Perceptions of a Social Exercise Game and its Effect on Intrinsic MotivationProceedings of the 2022 Australasian Computer Science Week10.1145/3511616.3513113(176-185)Online publication date: 14-Feb-2022
    • (2022)Visual Delegate Generalization Frame – Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual EnvironmentsProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3501885(1-20)Online publication date: 29-Apr-2022
    • (2022)SpiderClip: Towards an Open Source System for Wearable Device Simulation in Virtual RealityExtended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491101.3519758(1-7)Online publication date: 27-Apr-2022
    • (2021)Comparing the Impact of Heart Rate-Based In-Game Adaptations in an Exergame-Based Functional High-Intensity Interval Training on Training Intensity and Experience in Healthy Young AdultsFrontiers in Psychology10.3389/fpsyg.2021.57287712Online publication date: 21-Jun-2021
    • (2021)Motivating Players to Perform an Optional Strenuous Activity in a Virtual Reality Exergame Using Virtual Performance AugmentationProceedings of the ACM on Human-Computer Interaction10.1145/34746525:CHI PLAY(1-21)Online publication date: 6-Oct-2021
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