2014
DOI: 10.1007/s11042-014-2009-z
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Framework for personalized and adaptive game-based training programs in health sport

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Cited by 57 publications
(41 citation statements)
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“…If designed properly in terms of effectiveness and attractiveness, exergames allow for innovative, motivating and holistic training approaches, which may be extremely suitable and beneficial in eSports athletes to keep and maintain their cognitive, physical and mental processes and thus to increase their eSports-related performance and health. Multiple interdisciplinary design guidelines provide well-funded recommendations and considerations for the design of effective (Wüest et al, 2014;Hardy et al, 2015;Hoffmann et al, 2016;Benzing and Schmidt, 2018) and attractive (Sweetser and Wyeth, 2005;Sinclair et al, 2007Sinclair et al, , 2009Segura et al, 2013;Mueller and Isbister, 2014;Kajastila and Hämäläinen, 2015;Isbister, 2016;Mueller et al, 2016) exergames, which immerse the player in a motivating and flowing workout experience in front of a screen or in a physical play space. In the context of eSports, however, exergames are not yet used or evaluated as potential training tools.…”
Section: Exergames -Innovative Training Tools In Esports Athletesmentioning
confidence: 99%
“…If designed properly in terms of effectiveness and attractiveness, exergames allow for innovative, motivating and holistic training approaches, which may be extremely suitable and beneficial in eSports athletes to keep and maintain their cognitive, physical and mental processes and thus to increase their eSports-related performance and health. Multiple interdisciplinary design guidelines provide well-funded recommendations and considerations for the design of effective (Wüest et al, 2014;Hardy et al, 2015;Hoffmann et al, 2016;Benzing and Schmidt, 2018) and attractive (Sweetser and Wyeth, 2005;Sinclair et al, 2007Sinclair et al, , 2009Segura et al, 2013;Mueller and Isbister, 2014;Kajastila and Hämäläinen, 2015;Isbister, 2016;Mueller et al, 2016) exergames, which immerse the player in a motivating and flowing workout experience in front of a screen or in a physical play space. In the context of eSports, however, exergames are not yet used or evaluated as potential training tools.…”
Section: Exergames -Innovative Training Tools In Esports Athletesmentioning
confidence: 99%
“…Ferro et al (2013) derive relationships between player types, personality types and traits, and game elements and game mechanics. Hardy et al (2015) describe an interdisciplinary framework for personalised, game-based training for the elderly and disabled which differentiates between three personalisation layers (sensors/actuator (constitutional), user experience, and training), which are used to adjust cognitive or physical challenges which may be dependent on the vital state of the player (e.g. heart rate) or the needs of target player types that share specific characteristics.…”
Section: Personalisation In Gamesmentioning
confidence: 99%
“…Indeed, users were often prompted to exert energy in a number of ways which included performance of FMS outputs such as jumping, throwing and even balancing (on a “balance board”) in order to “control” a game character and achieve gaming success. Research indicates that an extended period of exergameplay has the capacity to increase levels of Physical Activity (PA), support significant improvements in user balance (Jenny, Schary, Noble, & Hamill, ; Page, Barrington, Edwards, & Barnett, ) and facilitate progress in physical fitness (Hardy, Dutz, Wiemeyer, Göbel, & Steinmetz, ). However, the potential use of exergames to improve user FMS is less well understood (Jenny et al ., ).…”
Section: Introductionmentioning
confidence: 99%