2018
DOI: 10.1027/1864-1105/a000175
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Effects of Supportive Feedback Messages on Exergame Experiences

Abstract: Abstract. Since their inception, the popularity of exercise-based video games, or exergames, has continued to grow. Acknowledging the rapid growth of exergames, scholars have investigated exergame play experiences with a focus on the feedback a player receives about performance (e.g., progress bar, score) and how this information can influence game play experiences. To extend the existing exergame research, this study has two primary goals: (a) to test how the supportiveness of verbal feedback messages from an… Show more

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Cited by 39 publications
(18 citation statements)
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“…The social effects of exergames have drawn considerable attention from researchers [ 17 - 19 ]. Exergaming is a social experience which gives the players opportunities to interact with each other.…”
Section: Introductionmentioning
confidence: 99%
“…The social effects of exergames have drawn considerable attention from researchers [ 17 - 19 ]. Exergaming is a social experience which gives the players opportunities to interact with each other.…”
Section: Introductionmentioning
confidence: 99%
“…Exergaming also had these positive effects when compared to neurologically disabled participants with no intervention [ 83 ]. Recent work has also demonstrated that supportive feedback during exergames make them more enjoyable to the user [ 85 ], which might increase compliance in these interventions. There is unfortunately a lack of research comparing simultaneous or interactive (exergaming) interventions to sequential interventions, but it is hypothesized that interactive interventions could be most potent due to potentially synergistic effects [ 22 , 75 , 84 ].…”
Section: Introductionmentioning
confidence: 99%
“…Serious games are computer or video games designed for the primary purpose of educating users beyond entertainment purposes (eg, educational games, exercise video games, language learning games) [19][20][21][22]. Studies have demonstrated that serious games are effective in sharing information as well as changing attitudes and behaviors in a variety of health domains, such as safe sex [23], healthy eating [24][25][26], cancer [27,28], smoking [29,30], exercise [31][32][33], asthma management [34,35], and over-the-counter medication [36].…”
Section: Serious Gamesmentioning
confidence: 99%