Location
Hilton Hawaiian Village, Honolulu, Hawaii
Event Website
https://hicss.hawaii.edu/
Start Date
3-1-2024 12:00 AM
End Date
6-1-2024 12:00 AM
Description
One approach to reduce sedentary behavior is through casual exergames, exergames with simple game mechanics played during short time increments. Casual exergames have shown success in producing enjoyable experiences and sufficient levels of exertion. Yet, previous research has neglected what to consider in order to design enjoyable and exerting experiences in casual exergames. The present work explores this aspect through an exploratory mixed methods research design, comparing the perceived exertion and enjoyment of four different casual exergames. In relation to traditional exergame guidelines we recommend that casual exergames focus on allowing for high ambiguity of movements, balance the cognitive complexity of the game, and direct players’ attention from the body by utilizing fast game pace.
Recommended Citation
Berglund, Erik; Jedel, Izabella; Orädd, Helena; and Berglund, Aseel, "Considerations for Player Enjoyment and Exertion in Casual Exergames" (2024). Hawaii International Conference on System Sciences 2024 (HICSS-57). 3.
https://aisel.aisnet.org/hicss-57/da/gamification/3
Considerations for Player Enjoyment and Exertion in Casual Exergames
Hilton Hawaiian Village, Honolulu, Hawaii
One approach to reduce sedentary behavior is through casual exergames, exergames with simple game mechanics played during short time increments. Casual exergames have shown success in producing enjoyable experiences and sufficient levels of exertion. Yet, previous research has neglected what to consider in order to design enjoyable and exerting experiences in casual exergames. The present work explores this aspect through an exploratory mixed methods research design, comparing the perceived exertion and enjoyment of four different casual exergames. In relation to traditional exergame guidelines we recommend that casual exergames focus on allowing for high ambiguity of movements, balance the cognitive complexity of the game, and direct players’ attention from the body by utilizing fast game pace.
https://aisel.aisnet.org/hicss-57/da/gamification/3