2008
DOI: 10.1007/978-3-540-89220-5_17
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Design of Experience and Flow in Movement-Based Interaction

Abstract: Movement-based and exertion interfaces assume that their users move. Users have to perform exercises, they have to dance, they have to golf or football, or they want to train particular bodily skills. Many examples of those interfaces exist, sometimes asking for subtle interaction between user and interface and sometimes asking for 'brute force' exertion interaction between user and interface. In these interfaces it is often the case that the interface mediates between players of a game. Obviously, one of the … Show more

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Cited by 10 publications
(9 citation statements)
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“…The Video Game Training Effect Questionnaire contains questions based on a survey validated on DDR developed by Höysniemi 40 as well as questions about the 8 components of flow validated extensively in the sports and game literature. 13,14,[41][42][43][44] Our questionnaire uses a 5-point Likert scale (1 = Strongly disagree, 2 = Disagree, 3 = Neither agree nor disagree, 4 = Agree, 5 = Strongly agree).…”
Section: Protocolmentioning
confidence: 99%
“…The Video Game Training Effect Questionnaire contains questions based on a survey validated on DDR developed by Höysniemi 40 as well as questions about the 8 components of flow validated extensively in the sports and game literature. 13,14,[41][42][43][44] Our questionnaire uses a 5-point Likert scale (1 = Strongly disagree, 2 = Disagree, 3 = Neither agree nor disagree, 4 = Agree, 5 = Strongly agree).…”
Section: Protocolmentioning
confidence: 99%
“…In entertainment, intelligent interfaces can monitor the user's affective state and adapt the gameplay accordingly. As pointed out in [26], intelligent exertion interfaces should be persuasive, motivating, and rewarding.…”
Section: Movement-based Interactionmentioning
confidence: 99%
“…There is no need of highly precise full-body mapping in the game space as long as the 'flow' and 'engagement' of the user are maintained. These two concepts are central to the analysis and design of movement-based interactions as extensively reviewed in [NvDR08]. They help to understand that the player can accommodate large discrepancies between their egocentric space and the virtual space of the game.…”
Section: Introductionmentioning
confidence: 99%