Get off the Couch: An Approach to Utilize Sedentary Commercial Games as Exergames

The objective of this research is evaluating a novel method to enable any sedentary commercial game to be utilized as an effective exercise game (exergame). In general there are significantly fewer exergames than sedentary games. This limits game choice and potentially has negative implications for long-term use. Previous work on exergames has been focused on deriving guidelines for designing the most effective exergames, but has rarely leveraged the mass amounts of existing sedentary games. To address this issue, we present a potentially generalizable approach to utilize sedentary commercial games as exergames. Specifically, we developed a visual overlay technique that interfaces with a Microsoft Kinect and disrupts the user's visual perception of a game as a consequence for lower exercise performance. To evaluate this approach, we conducted a two user studies with 14 and 20 undergraduate students that evaluated use in single-player and two-player competitive modes, respectively. Results indicate that although we expected intermittently blocking players' view would be annoying, it actually made the game more exciting, while at the same time providing a vigorous workout.

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

[2]  Jeffrey M Weinberg,et al.  Negative feedback. , 2009, Cutis.

[3]  Tadeusz Stach,et al.  DESIGN ASPECTS OF MULTIPLAYER EXERGAMES , 2010 .

[4]  Abdulmotaleb El-Saddik,et al.  Exerlearn Bike: An Exergaming System for Children's Educational and Physical Well-Being , 2012, 2012 IEEE International Conference on Multimedia and Expo Workshops.

[5]  T. C. Nicholas Graham,et al.  Using games to increase exercise motivation , 2007, Future Play.

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

[7]  Inseok Hwang,et al.  ExerLink: enabling pervasive social exergames with heterogeneous exercise devices , 2012, MobiSys '12.

[8]  Luis Fernández-Luque,et al.  Exergames for elderly: Social exergames to persuade seniors to increase physical activity , 2011, 2011 5th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHealth) and Workshops.

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

[10]  David W. McDonald,et al.  Activity sensing in the wild: a field trial of ubifit garden , 2008, CHI.

[11]  J. Foley,et al.  Enjoyment Levels of Youth with Visual Impairments Playing Different Exergames , 2011 .

[12]  Hirofumi Tanaka,et al.  Aging, Habitual Exercise, and Dynamic Arterial Compliance , 2000, Circulation.

[13]  Zachary Wartell,et al.  Astrojumper: Motivating Exercise with an Immersive Virtual Reality Exergame , 2011, PRESENCE: Teleoperators and Virtual Environments.

[14]  Taiwoo Park,et al.  Swan boat: pervasive social game to enhance treadmill running , 2009, ACM Multimedia.

[15]  Jun Rekimoto,et al.  Inconvenient interactions: an alternative interaction design approach to enrich our daily activities , 2014, AVI.

[16]  A. El Saddik,et al.  MeMaPads: Enhancing children's well-being through a physically interactive memory and math games , 2012, 2012 IEEE International Instrumentation and Measurement Technology Conference Proceedings.

[17]  T. C. Nicholas Graham,et al.  Exploring Haptic Feedback in Exergames , 2011, INTERACT.

[18]  Uichin Lee,et al.  ExerSync: facilitating interpersonal synchrony in social exergames , 2013, CSCW.

[19]  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.

[20]  Lauren J. Lieberman,et al.  Improving the Lives of Youth with Visual Impairments through Exergames , 2011 .

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

[22]  Luca Chittaro,et al.  Exploring audio storytelling in mobile exergames to affect the perception of physical exercise , 2013, 2013 7th International Conference on Pervasive Computing Technologies for Healthcare and Workshops.

[23]  Jari Takatalo,et al.  Presence, Involvement, and Flow in Digital Games , 2010, Evaluating User Experience in Games.

[24]  Julie A. Kientz,et al.  Eyes-free yoga: an exergame using depth cameras for blind & low vision exercise , 2013, ASSETS.

[25]  Regan L. Mandryk,et al.  Games as neurofeedback training for children with FASD , 2013, IDC.

[26]  Albert A. Rizzo,et al.  FAAST: The Flexible Action and Articulated Skeleton Toolkit , 2011, 2011 IEEE Virtual Reality Conference.

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