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Developing engaging exergames with simple motion detection

Published: 06 October 2010 Publication History

Abstract

Novel interactive solutions provide new possibilities for designing appealing game experiences for wider demographics. The development of motion-based controllers has facilitated the advance of an exergame genre that involves physical activity as the means of interacting with a game. Furthermore, a major reason for increased interest in exergaming is concern over high levels of obesity in Western society. This paper summarizes the results of four small-scale exergame studies in order to distinguish design principles that facilitate the development of low-tech exergames, which are both attractive and effective as exercise. As a test-bed we used four exergame prototypes that were developed for our exergaming platform using mobile phones as game controllers. The results clearly indicated that it is possible to design engaging exergames with only simple motion detection. Engagement can be built on teamwork, intensive gameplay, competition, rewards and appropriate challenges. Overall, the results indicated that motion-based games motivate children a lot and they could be an effective 'weapon' in the fight against the growing problem of obesity.

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Cited By

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  • (2024)Space War: Investigating the Impact of a Loss Aversion Strategy and Personality Traits in a VR Rowing ExergameProceedings of the 2024 Australasian Computer Science Week10.1145/3641142.3641173(130-139)Online publication date: 29-Jan-2024
  • (2023)Dragon Hunter: Loss Aversion for Increasing Physical Activity in AR ExergamesProceedings of the 2023 Australasian Computer Science Week10.1145/3579375.3579403(212-221)Online publication date: 30-Jan-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
  • Show More Cited By

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Published In

cover image ACM Other conferences
MindTrek '10: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
October 2010
270 pages
ISBN:9781450300117
DOI:10.1145/1930488
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 ACM 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]

Sponsors

  • Tampere University of Technology
  • UTA: The University of Tampere
  • Tampere University of Applied Sciences

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 06 October 2010

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Author Tags

  1. exergame
  2. flow
  3. game design
  4. mobile phone
  5. motion detection
  6. user experience

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  • Research-article

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MindTrek '10
Sponsor:
  • UTA
MindTrek '10: Academic MindTrek 2010
October 6 - 8, 2010
Tampere, Finland

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Overall Acceptance Rate 110 of 207 submissions, 53%

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Cited By

View all
  • (2024)Space War: Investigating the Impact of a Loss Aversion Strategy and Personality Traits in a VR Rowing ExergameProceedings of the 2024 Australasian Computer Science Week10.1145/3641142.3641173(130-139)Online publication date: 29-Jan-2024
  • (2023)Dragon Hunter: Loss Aversion for Increasing Physical Activity in AR ExergamesProceedings of the 2023 Australasian Computer Science Week10.1145/3579375.3579403(212-221)Online publication date: 30-Jan-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)Design and Architecture of an Open Multiplayer Exergaming Platform called Move2Play2022 21st Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)10.1109/SBGAMES56371.2022.9961109(1-6)Online publication date: 24-Oct-2022
  • (2019)A Review of Design Interventions for Promoting Adolescents' Physical ActivityProceedings of the 18th ACM International Conference on Interaction Design and Children10.1145/3311927.3323130(161-172)Online publication date: 12-Jun-2019
  • (2014)A Focused Review and Initial Conceptual Design for Merging Exergame and Activity Monitoring TechnologiesAdvanced Information Systems Engineering10.1007/978-3-662-45212-7_10(77-83)Online publication date: 2014
  • (2013)A Design Framework for Educational ExergamesNew Pedagogical Approaches in Game Enhanced Learning10.4018/978-1-4666-3950-8.ch008(136-158)Online publication date: 2013
  • (2013)Emotion Recognition for Exergames using Laban Movement AnalysisProceedings of Motion on Games10.1145/2522628.2522651(61-66)Online publication date: 6-Nov-2013
  • (2013)Exertion interfaces for computer videogames using smartphones as input controllersMultimedia Systems10.1007/s00530-012-0268-y19:3(289-302)Online publication date: 1-Jun-2013
  • (2013)Exploring Opponent FormatsEntertainment Computing – ICEC 201310.1007/978-3-642-41106-9_6(48-60)Online publication date: 2013
  • Show More Cited By

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