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The Impact of motion-sensing exercise games on young adults : Take “Ring Fit Adventure” as example

With the continued expansion of the market share of video games and the growing numberof obese people in recent years, public and business interests in exercise games have been aroused. The period when exercise games emerged maybe can be counted down from AtariPuffer. In 1982, Atari created a home exercycle with two-hand grip controllers, a wheel speedpickup, and the necessary attachment for an Atari computer or 5200. Then following this breakthrough, a lot of new types of equipment combined with video games and fitness popped up. Among those new consoles, Nintendo Wii is one of the best sellers. Then after Wii Sports, a more comprehensive and professional exercise game, Ring Fit Adventure, came out in 2019. It sold around 10,110,000 copies until March 2021. Furthermore, over7.38 million came from April 2020 to March 2021 alone. (Resource from the Fiscal Year Ended March 2021 Financial Results Explanatory Material Nintendo Co., Ltd. May 6, 2021) This thesis aims to find more detailed reasons to explain why people start playing exercise games and how exercise games change their lives. Because all of the participants are Chinese, the conclusions drawn in this thesis may have some geographical characteristics. Although in China, there is still only a tiny percentage of people playing exercise games in recent years due to the COVID-19 pandemic and other reasons, this is a new trend that cannot be ignored.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:his-21980
Date January 2022
CreatorsLi, Jiaxin
PublisherHögskolan i Skövde, Institutionen för informationsteknologi
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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