Year: 2015
Type: conference-paper
Abstract: Exercise video games have become increasing \npopular due to their promise to increase fitness and \nreduce obesity levels, and due to the emergence of \ncheap interface devices. Previous research reported \nmixed results about the effectiveness of such games. \nCommon problems are the lack of long term \nmotivation of users, games not taking into account \nspecific patient requirements, repetitive gameplay, \nand vendor lock-in. In this paper we design a novel \nexergame which addresses some of these shortcomings. \nThe game employs an infinite randomly generated \ngame environment, uses immersive technologies, and \ncan be customized to take into account patient \nrequirements. We present a prototype of this game \ndesign and evaluate its effectiveness using different \nlevels of immersion. Our user study demonstrates a \nsmall but statistically significant increase in exercise \nperformance and motivation when using the exergame. \nEmploying the Oculus Rift resulted in a slightly higher \nmotivation, but no noticeable change in performance. \nThe head mounted display was most effective for \nsedentary users.
Institutions: University of Auckland, Auckland University of Technology
Language: English
Subfield: Human-Computer Interaction
Field: Computer Science
Domain: Physical Sciences
Open Access status: green
OpenAlex ID: W1520752161
