Gaming Insight: Conversion of Popular Sedentary Games into Motion-Based Form

ABSTRACT Motion-based gaming can aptly substitute an individual’s daily exercise requirements while being a great source of entertainment. Conversion of sedentary-based games into motion-based form can reach more gamers who are otherwise avoiding daily exercises. Toward that end, there is scope for research on the factors to be considered to retain a greater number of players by recreating the games they are already accustomed to playing. Hence, we developed the motion-based forms of two popular sedentary games, Flappy Bird, and Temple Run. We then conducted a study incorporating both of the games with a group of participants. By analyzing the user experience through feedback and observation, we determined the key factors involved in converting conventional games into motion-based form. Our study shows that if specific considerations are made, motion-based forms of sedentary games have the potential to be more or similarly appealing and can achieve greater retention when compared to their sedentary counterpart.

[1]  T. C. Nicholas Graham,et al.  Thighrim and Calf-Life: A Study of the Conversion of Off-the-Shelf Video Games into Exergames , 2016, CHI.

[2]  Joel C. Perry,et al.  Improving patient motivation in game development for motor deficit rehabilitation , 2008, ACE '08.

[3]  Jennifer G. Sheridan,et al.  Designing sports: a framework for exertion games , 2011, CHI.

[4]  Yue Gao,et al.  The acute cognitive benefits of casual exergame play , 2012, CHI.

[5]  Regan L. Mandryk,et al.  Exertion Games , 2016, Found. Trends Hum. Comput. Interact..

[6]  John Quarles,et al.  Converting Sedentary Games to Exergames: A Case Study with a Car Racing Game , 2013, 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES).

[7]  R. Rhodes,et al.  Testing the effectiveness of exercise videogame bikes among families in the home-setting: a pilot study. , 2013, Journal of physical activity & health.

[8]  Gazihan Alankus,et al.  Towards customizable games for stroke rehabilitation , 2010, CHI.

[9]  Regina Bernhaupt,et al.  Evaluating User Experience in Games - Concepts and Methods , 2010, Human-Computer Interaction Series.

[10]  Dirk Wenig,et al.  Exercise My Game: Turning Off-The-Shelf Games into Exergames , 2013, ICEC.

[11]  Tom Baranowski,et al.  The Fun, Food, and Fitness Project (FFFP): the Baylor GEMS pilot study. , 2003, Ethnicity & disease.

[12]  Lennart E. Nacke,et al.  Older Adults’ Physical Activity and Exergames: A Systematic Review , 2019, Int. J. Hum. Comput. Interact..

[13]  A. Esterman The Likert Scale , 2003 .

[14]  A. Whitehead,et al.  Exergame effectiveness: what the numbers can tell us , 2010, Sandbox '10.

[15]  Rudy McDaniel Persuasive Games. The Expressive Power of Videogames.Ian Bogost , 2008, Lit. Linguistic Comput..

[16]  The Player Experience of Need Satisfaction , 2022 .

[17]  J. Hebebrand,et al.  [Obesity and overweight]. , 2009, Zeitschrift fur Kinder- und Jugendpsychiatrie und Psychotherapie.

[18]  Tony Morelli,et al.  VI-Tennis: a vibrotactile/audio exergame for players who are visually impaired , 2010, FDG.

[19]  T. C. Nicholas Graham,et al.  Designing action-based exergames for children with cerebral palsy , 2013, CHI.

[20]  Regan L. Mandryk,et al.  Full-body motion-based game interaction for older adults , 2012, CHI.

[21]  Terry E. Duncan,et al.  Psychometric properties of the Intrinsic Motivation Inventory in a competitive sport setting: a confirmatory factor analysis. , 1989, Research quarterly for exercise and sport.

[22]  Ian Bogost,et al.  Persuasive Games: The Expressive Power of Videogames , 2007 .

[23]  Tom Baranowski,et al.  Active video games for youth: a systematic review. , 2011, Journal of physical activity & health.

[24]  J. Sallis,et al.  Health Enhancing Physical Activity for Young People: Statement of the United Kingdom Expert Consensus Conference , 2001 .

[25]  Courtney A. Graham,et al.  Does Exergaming Achieve the Same Levels of Fitness Intensity as Unstructured Activity , 2011 .

[26]  F. Hu,et al.  Sedentary lifestyle and risk of obesity and type 2 diabetes , 2003, Lipids.

[27]  Ana I. Martínez-Garcia,et al.  Hunting Relics: A Persuasive Exergame to Promote Collective Exercise in Young Children , 2016, Int. J. Hum. Comput. Interact..

[28]  Philip Hingston,et al.  Considerations for the design of exergames , 2007, GRAPHITE '07.

[29]  Ståle Pallesen,et al.  Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health , 2011, Cyberpsychology Behav. Soc. Netw..

[30]  S. Allender,et al.  The associations between sedentary behaviour and mental health among adolescents: a systematic review , 2016, International Journal of Behavioral Nutrition and Physical Activity.

[31]  Roger J. R. Levesque,et al.  Obesity and Overweight , 2011 .

[32]  Regan L. Mandryk,et al.  Is movement better?: comparing sedentary and motion-based game controls for older adults , 2013, Graphics Interface.

[33]  N. Stettler,et al.  Electronic games and environmental factors associated with childhood obesity in Switzerland. , 2004, Obesity research.