Exergaming is the use of video games in an exercise activity. In this paper we consider game design for successful exergames. To do this, we review the history of exergaming and the current state of research in this field. We find that there exists some research aimed at evaluating the physical and health characteristics of exergames, but research on how to design exercise games is still in the early stages. From an analysis of this information, and drawing on established principles from sports science for the prescription of exercise programs, we then attempt to identify success factors to guide designers of exergaming systems
Exergaming, the merger of exercise and video games, tries to use the engaging experience of playing a video game to help people achieve their exercise requirements. To guide the design of such games the dual flow model, an extension of the theory of flow to both mental and physical experience, has been proposed. This paper presents the development of an exergame system designed to demonstrate the validity of the dual flow model, along with initial results from a pilot trial. The results show that such a game system can be used to deliver the required exercise across a range of participants.
A framework for simulating physiological responses to exercise lets exergame developers more efficiently test their games during development. An example implementation combines software that simulates heart-rate responses with a custom hardware setup. Simulated heart-rate responses closely match the real physiological responses, demonstrating the approach's validity and potential.
Abstract-In this paper, we report on an experimental study in which we investigated the use of feedback mechanisms in exergames. We based the study around the Dual Flow model for exergame design, using biophysical feedback to control exercise intensity, and player performance feedback to control gameplay challenge. We found good success in controlling exercise intensity to achieve an effective workout, while controlling gameplay challenge to improve enjoyment and attractiveness was problematic. We offer some possible reasons for this, suggesting the need for further investigation.
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