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Computer-aided exerciseYim, Jeffrey W.H. 30 June 2008 (has links)
An underlying goal of designers of some exercise video games is to increase people's motivation to exercise. Research in the field of exercise psychology shows that performing physical activity in groups increases exercise participation and adherence. However it is unclear whether the benefits of grouping apply to video games involving physical activity.
This research investigates whether the motivational benefits of grouping translate to exercise games. We experimentally validate three properties of collaborative exercise games. Experiments were performed using a custom exercise game, designed with game requirements intended to increase exercise motivation. We discovered that the exercise enjoyment and engagement benefits of grouping do translate to exercise games: players preferred collaborative over single-player exercise games, and found our collaborative exercise game equally enjoyable and engaging in both co-located and distributed settings. Most interesting, non-exercisers and exercisers found the game equally enjoyable and engaging.
These results indicate that collaborative exercise video games are a promising approach to helping with exercise enjoyment and engagement, and that developers should consider incorporating multiplayer support into their exercise games. / Thesis (Master, Computing) -- Queen's University, 2008-06-23 15:44:59.46
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Heart Rate Balancing for Multiplayer ExergamesSTACH, TADEUSZ BENEDICT 27 September 2012 (has links)
Exergames combine physical activity and entertainment in an effort to increase people’s motivation to exercise. Multiplayer exergames attempt to include the motivating aspects of group activity by allowing two or more people to play together. In most multiplayer exergames, a player’s in-game performance is limited by her physical abilities. Less fit players are demotivated by repeated losses to more fit opponents, while fitter players face a lack of competition from unfit opponents. This situation makes it difficult for people of disparate physical abilities to play exergames together.
This research presents heart rate balancing, a novel player balancing technique to better support engaging experiences in multiplayer exergames. Heart rate balancing bases players’ in-game performance on their effort relative to fitness level rather than their raw power. More specifically, heart rate monitoring is used to set in-game performance based on how closely a person adheres to her target heart rate. Experiments with heart rate balancing show that the technique improves competition between players. A strong correlation was found between people’s perceived effort and their in-game performance with heart rate balancing. The degree to which players noticed the balancing mechanism varied depending on game type. However, heart rate balancing did not interfere with people’s ability to play exergames. These results indicate that the heart rate balancing technique is a promising approach for improving enjoyment and engagement in multiplayer exergames. / Thesis (Ph.D, Computing) -- Queen's University, 2012-09-26 23:38:57.625
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A Randomized Controlled Trial Exploring the Feasibility of Multimedia-Based Exercise Programs on Older Adult Adherence and Physical ActivityYao, Christopher 22 September 2015 (has links)
Purpose: Transitioning into retirement may be a suitable period to help adults establish an active lifestyle. One innovative approach to promote PA may be through multimedia-based programs. This experiment aimed to explore the feasibility DVD and videogame-based exercise programs in promoting physical activity (PA) in adults transitioning into retirement. Underlying motivations, functional fitness, quality of life, and elicited beliefs from participating in the exercise programs were also explored. Methods: Twenty-seven adults were randomized into either a nine-week exercise DVD (n = 9), exergame (n = 9), or waitlisted control group (n = 9). Main outcomes include adherence was based on attendance during the in-lab component and participant logs during the in-home component. PA levels were measured through accelerometery and assessed at baseline, four-, nine- and 12-weeks. Secondary outcomes related to motivation were assessed at baseline, three- and nine-weeks. Tertiary outcomes such as physiological/functional fitness and quality of life outcomes were assessed at pre- and post-intervention. Results: During the in-lab portion, t-tests showed that adherence was slightly higher in the exergame group than the DVD group (t16 = -0.06, p = .96; d = .31). Repeated measures of analysis showed that the group x time interaction for moderate-to-vigorous physical activity (MVPA) (F2,24 = 0.87, p = .52; η2 = .05), while overall PA saw negligible changes (F2,24 = 0.16, p = .85; η2 = .01). At the end of the intervention, overall adherence was similar between both exercise groups (t16 = -0.06, p = .96; d = .03). The group by time interaction effect yielded a moderate effect size for MVPA (F2,24 = 1.07, p = .36; η2 = .08) and overall PA (F2,24 = 1.11, p = .35; η2 = .08). Overall PA only increased in the exergame group (d = .74). The exergame group saw major decreases in instrumental attitude (d = .64), injunctive norm (d = .79), perceived behavioural control (d = .40) and intention (d = .90). Both exercise groups enhanced strength, mobility, and aerobic endurance outcomes (d = .33-.98), as well as several quality of life domains (d = .32-.89). At the post-intervention follow-up, both exercise groups were more active than the control group (d = .49-1.03). Two-thirds of the DVD group adopted DVD-based exercise, while a third of exergame group adopted videogame-based exercise. Conclusions: With a high adoption rate, DVD-based exercise programs may be a feasible and acceptable approach to promote PA levels. Participants in both groups were generally satisfied, indicating that the exercise program was enjoyable, comprehensive, and a simple and convenient way to exercise at home. Improvements to important functional and quality of life domains were also identified. Further research will be required to fully test the effectiveness of exercise DVDs and exergames on adherence and PA behaviour in adults transitioning into retirement. / Graduate / 0384 / christopher.yao7@gmail.com
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