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Go with the Dual Flow: Evaluating the Psychophysiological Adaptive Fitness Game Environment 'Plunder Planet'

机译:随着双重流动:评估心理生理自适应健身游戏环境“掠夺行星”

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Exergaming is approved by health and sport science for its improvement of physical activity and therefore is an attractive way to counteract childhood obesity. The body-centered game genre provides a motivating, multi-modal and -sensory workout experience for the player. But the attractiveness and effectiveness of exergames can be improved even further. Game research points out the need for adaptive exergame environments, which balance player skills and in-game challenges as well as player fitness and workout intensity. This individually adjusted training positively affects the player's engagement, enjoyment, motivation, and physical performance. Numerous studies delivered further insights into the impact of body movements, motion-based controllers and in-game mechanics on the player's gameplay experience, and made suggestions for specific game balancing mechanisms. However, there is limited knowledge on how to design holistic psychophysiological adaptive exergame environments. We aim to fill this gap with the design of the psychophysiological adaptive fitness game environment "Plunder Planet" for children and young adolescents. We conducted a study which compares the impact of a non-adaptive and an adaptive version of our exergame on the attractiveness and the effectiveness experienced by the player. We were able to show that the adaptive version holds significant benefits compared to the non-adaptive version. Furthermore, the study compared the player's experiences when playing "Plunder Planet" with two different controller types: our specifically developed full-body-motion controller and the commercially available Kinect2. Results confirm our controller design decisions, including the positive impact of haptic feedback and physical guidance on the player's GameFlow experience and enjoyment.
机译:艾滋病经济和体育科学批准的批准,以改善身体活动,因此是抵御儿童肥胖的一种有吸引力的方法。以身体为中心的游戏类型为玩家提供了一种激励,多模态和 - 义士锻炼体验。但是进一步提高了Exergames的吸引力和有效性。游戏研究指出了适应性的适应性的环境,这使得播放器技能和游戏中的挑战以及玩家健身和锻炼强度的需求。这种单独调整的培训积极影响玩家的参与,享受,动力和物理性能。众多研究在玩家的游戏体验上进一步了解身体运动,基于运动的控制器和游戏机制的影响,并对特定游戏平衡机制提出了建议。但是,有关如何设计整体心理生理自适应Exergame环境的知识有限。我们的目标是为了填补这种差距,设计了儿童和年轻青少年的心理生理自适应健身游戏环境“掠夺行星”。我们进行了一项研究,该研究比较了非适应性和自适应版本的对玩家的吸引力和有效性的影响。我们能够表明与非自适应版本相比,自适应版本具有显着的优势。此外,研究比较了玩家的经验,当使用两种不同的控制器类型的“掠夺行星”时:我们专门开发的全身运动控制器和市售的Kinect2。结果确认我们的控制器设计决策,包括触觉反馈和物理指导对玩家的游戏流程经验和享受的积极影响。

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