Twelve Ways to Reach for a Star: Player Movement Strategies in a Whole-Body Exergame
- Sruti Subramanian,
- Yngve Dahl,
- Nina Skjæret Maroni,
- Beatrix Vereijken,
- Dag Svanæs
- Norwegian University of Science and Technology,
- Department of Neuroscience, NTNU, Norway.
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewPublication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Article in proceedings
Peer-reviewOriginal language
EnglishPublication milestones
- Published - 05/08/2019
Publication status
Published - 05/08/2019
Publisher
IEEE, United StatesISBN (Electronic)
978-1-7281-0300-6Publication IDs
- Scopus: 85074967874
Host publication title
2019 IEEE 7th International Conference on Serious Games and Applications for Health (SeGAH)Abstract
This paper describes findings from a laboratorybased assessment of a balance-training exergame developed by the authors. The exergame was designed to elicit specific body movements during gameplay involving weight-shift (transfer of body weight from one foot to the other), which is considered beneficial for training balance. The body movements observed during gameplay were analyzed using a modified Labanotation. The study was conducted with twelve ablebodied
adults. All users played the exergame successfully, but contrary to our expectations, only 23% of the observed player movements corresponded to the specific body movements the exergame intended to elicit. Despite the low number of intended movements, 49% of the observed movements involved weight-shift. The exergame was therefore appropriate for balance training, although users moved differently than what we had designed for. Regarding balance-training exergames, our findings suggest that designers need worry less about “puppeteering” able-bodied players with a strict choreography to elicit specific body movements. Instead we recommend that designers embrace a less rigid design approach, where the goal is to elicit desired movement characteristics (e.g., weight-shift) through a more open and playful behavior.
adults. All users played the exergame successfully, but contrary to our expectations, only 23% of the observed player movements corresponded to the specific body movements the exergame intended to elicit. Despite the low number of intended movements, 49% of the observed movements involved weight-shift. The exergame was therefore appropriate for balance training, although users moved differently than what we had designed for. Regarding balance-training exergames, our findings suggest that designers need worry less about “puppeteering” able-bodied players with a strict choreography to elicit specific body movements. Instead we recommend that designers embrace a less rigid design approach, where the goal is to elicit desired movement characteristics (e.g., weight-shift) through a more open and playful behavior.
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