User Experiences While Playing Dance-Based Exergames and the Influence of Different Body Motion Sensing Technologies

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

[1]  G. Borg Psychophysical bases of perceived exertion. , 1982, Medicine and science in sports and exercise.

[2]  Steven N. Blair,et al.  Influences of Cardiorespiratory Fitness and Other Precursors on Cardiovascular Disease and All-Cause Mortality in Men and Women , 1996 .

[3]  K. Chua,et al.  Aerobic Demands of the Dance Simulation Game , 2002, International journal of sports medicine.

[4]  Thomas G. Plante,et al.  Might virtual reality promote the mood benefits of exercise? , 2003, Comput. Hum. Behav..

[5]  F. Booth,et al.  Eating, exercise, and "thrifty" genotypes: connecting the dots toward an evolutionary understanding of modern chronic diseases. , 2004, Journal of applied physiology.

[6]  R. Motl,et al.  Enjoyment mediates effects of a school-based physical-activity intervention. , 2005, Medicine and science in sports and exercise.

[7]  B. Fernhall,et al.  Evaluation of the Energy Cost of Playing a Dance Simulation Video Game in Overweight and Non-Overweight Children and Adolescents , 2005, International journal of sports medicine.

[8]  Johanna Höysniemi,et al.  International survey on the Dance Dance Revolution game , 2006, CIE.

[9]  Ralph Maddison,et al.  Energy expended playing video console games: an opportunity to increase children's physical activity? , 2007, Pediatric exercise science.

[10]  Jenova Chen,et al.  Flow in games (and everything else) , 2007, CACM.

[11]  Katie Sell,et al.  Energy Expenditure During Physically Interactive Video Game Playing in Male College Students With Different Playing Experience , 2008, Journal of American college health : J of ACH.

[12]  S T Smith,et al.  A novel Dance Dance Revolution (DDR) system for in-home training of stepping ability: basic parameters of system use by older adults , 2009, British Journal of Sports Medicine.

[13]  Amy Winterfeld,et al.  Physical activity guidelines. , 2009, NCSL legisbrief.

[14]  Alasdair G. Thin,et al.  Dance-Based ExerGaming: User Experience Design Implications for Maximizing Health Benefits Based on Exercise Intensity and Perceived Enjoyment , 2010, Trans. Edutainment.

[15]  Wei Peng,et al.  Is Playing Exergames Really Exercising? A Meta-Analysis of Energy Expenditure in Active Video Games , 2011, Cyberpsychology Behav. Soc. Netw..

[16]  Ralph Maddison,et al.  Effects of active video games on body composition: a randomized controlled trial. , 2011, The American journal of clinical nutrition.

[17]  Alasdair G. Thin,et al.  Flow Experience and Mood States While Playing Body Movement-Controlled Video Games , 2011, Games Cult..