2015
DOI: 10.1016/j.chb.2015.04.047
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Physiological and psychophysiological responses in experienced players while playing different dance exer-games

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Cited by 22 publications
(14 citation statements)
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“…The majority of studies included the usage measures of engagement (ie, activities completed, time, or logins; n=18), whereas 3 studies included subjective experience measures of engagement [ 40 , 46 , 48 ]. Participants across all the studies were predominately female (71%).…”
Section: Resultsmentioning
confidence: 99%
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“…The majority of studies included the usage measures of engagement (ie, activities completed, time, or logins; n=18), whereas 3 studies included subjective experience measures of engagement [ 40 , 46 , 48 ]. Participants across all the studies were predominately female (71%).…”
Section: Resultsmentioning
confidence: 99%
“…The 3 studies that described an association between subjective experience and physical activity used different measures to assess subjective experience. Bronner et al [ 40 ] used an Exergame Questionnaire that included questions similar to previously validated questions to assess subjective experience engagement in video games. The Exergame Questionnaire contained separate sections for engagement, game flow, and usability.…”
Section: Resultsmentioning
confidence: 99%
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“…Previous research has also shown that features unrelated to the core function of a device, including set-up and maintenance routines as well as over-featured interfaces and un-needed functions, can cause negative responses in users (Blackler et al., 2016; Rust et al., 2006), and that ordinary men and women do not use all the complex features that are offered by current self-tracking apps (Didžiokaitė et al., 2017). Results from a study of five popular dance-based exergames showed that games that had a higher usability rating and increased energy expenditure reflected highest on engagement scores and were thus more likely to be used again (Bronner et al., 2015). Our study showed that easy to use interfaces helped to keep people engaged, confirming these previous findings and highlighting the importance of careful feature inclusion and design in order to maximise engagement.…”
Section: Discussionmentioning
confidence: 99%
“…20 These benefits and experiences may explain users' repeated play. 13,21,22 Moreover, playing exergames typically creates happiness. 23 Such findings indicate that playing exergames is an important source of happiness among users.…”
Section: Exergames and Development Of Hypothesesmentioning
confidence: 99%