作者: Alasdair G. Thin , Craig Brown , Paul Meenan
DOI: 10.1155/2013/603604
关键词: Regular exercise 、 Computer science 、 Affordance 、 Motion sensing 、 Flexibility (personality) 、 Human–computer interaction 、 User experience design 、 Video game 、 Health benefits 、 Dance
摘要: Dance Revolution is a pioneering exergame which has attracted considerable interest for its potential to promote regular exercise and associated health benefits. The advent of range different consumer body motion tracking video game console peripherals raises the question whether their technological affordances (i.e., variations in type number limbs that they can track) influence user experience while playing dance-based exergames both terms level physical exertion nature play experience. To investigate these issues group subjects performed total six comparable dance routines selected from commercial (two each game) on three consoles. subjects’ was assessed by measuring oxygen consumption heart rate. They also reported perceived exertion, difficulty, enjoyment ratings after completing routine. No differences were found physiological measures between peripherals/consoles. However, there significant difficulty peripherals. design implications results are discussed including tension helping guide coordinate player movement versus offering greater flexibility.