Modulation of Physiological Responses and Activity Levels during Exergame Experiences

Exergames are exercise-oriented games that offer opportunities to increase motivation for exercising and improving health benefits. However, Exergames need to be adaptive and provide accurate feedback for physiologically correct exercising, sustaining motivation and for better personalized experiences. To investigate the role of physiological computing in those aspects, we employed a repeated measures design exploring changes in physiological responses caused by the gaming and exercising components of an Exergame intervention. Seventeen older adults (64.5±6.4 years) interacted with a videogame in two modes (Control, Exergaming) in different difficulty levels. Electrocardiography, Electrodermal and Kinematic data were gathered synchronously with game data. Findings show that Exercise intensities and heart rate changes were largely modulated by game difficulty, and positive feedback was more likely to produce arousal responses during Exergaming than negative feedback. A heart rate- variability analysis revealed strong influences of the interaction mode showing that Exergaming has potential to enhance cardiac regulation. Our results bring new insights on the usefulness of psychophysiological methods to sustain exercising motivation and personalizing gameplay to the individual needs of users in Exergaming experiences.

[1]  Rachel M. Perron,et al.  Comparison of Physiological and Psychological Responses to Exergaming and Treadmill Walking in Healthy Adults. , 2012, Games for health journal.

[2]  Madhuchhanda Mitra,et al.  ECG Acquisition in a Computer , 2014 .

[3]  Hannu Kinnunen,et al.  Daily exercise prescription on the basis of HR variability among men and women. , 2010, Medicine and science in sports and exercise.

[4]  M. Dawson,et al.  The electrodermal system , 2007 .

[5]  S. McGuire,et al.  Physiological Responses During Multiplay Exergaming in Young Adult Males are Game-Dependent , 2015, Journal of human kinetics.

[6]  M. Nash,et al.  Physiological responses to exergaming after spinal cord injury. , 2012, Topics in spinal cord injury rehabilitation.

[7]  Lennart E. Nacke,et al.  An Introduction to Physiological Player Metrics for Evaluating Games , 2013, Game Analytics, Maximizing the Value of Player Data.

[8]  O. Celik,et al.  Systematic review of Kinect applications in elderly care and stroke rehabilitation , 2014, Journal of NeuroEngineering and Rehabilitation.

[9]  J. B. Brooke,et al.  SUS: A 'Quick and Dirty' Usability Scale , 1996 .

[10]  Antti Oulasvirta,et al.  Is motion capture-based biomechanical simulation valid for HCI studies?: study and implications , 2014, CHI.

[11]  Sergi Bermúdez i Badia,et al.  Visualization of multivariate physiological data for cardiorespiratory fitness assessment through ECG (R-peak) analysis , 2015, 2015 37th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC).

[12]  Sergi Bermúdez i Badia,et al.  RehabNet: A distributed architecture for motor and cognitive neuro-rehabilitation , 2013, 2013 IEEE 15th International Conference on e-Health Networking, Applications and Services (Healthcom 2013).

[13]  J. A. Noah,et al.  Physiological and psychophysiological responses to an exer-game training protocol. , 2016, Journal of science and medicine in sport.

[14]  Christian Puta,et al.  Heart rate variability, QT variability, and electrodermal activity during exercise. , 2010, Medicine and science in sports and exercise.

[15]  Cedric X. Bryant,et al.  ACSM's guidelines for exercise testing and prescription , 1995 .

[16]  T. C. Nicholas Graham,et al.  Designing for Exertion: How Heart-Rate Power-ups Increase Physical Activity in Exergames , 2015, CHI PLAY.

[17]  Abbes Amira,et al.  EmotionBike: A Study of Provoking Emotions in Cycling Exergames , 2015, ICEC.

[18]  Vivian H. Heyward,et al.  Advanced Fitness Assessment & Exercise Prescription , 1997 .

[19]  W. Boucsein Electrodermal activity, 2nd ed. , 2012 .

[20]  Henk J Stam,et al.  Energy expenditure in chronic stroke patients playing Wii Sports: a pilot study , 2011, Journal of NeuroEngineering and Rehabilitation.

[21]  W. Zareba,et al.  Heart rate variability. , 2013, Handbook of clinical neurology.

[22]  Chad L. Stephens,et al.  "Movemental": Integrating Movement and the Mental Game , 2011 .

[23]  Changjun Fan,et al.  Physiological Signals Based Fatigue Prediction Model for Motion Sensing Games , 2012, Advances in Computer Entertainment.

[24]  V. Sheppard,et al.  The role of exergaming in improving physical activity: a review. , 2014, Journal of physical activity & health.

[25]  P. Stein,et al.  Heart Rate Variability: Measurement and Clinical Utility , 2005, Annals of noninvasive electrocardiology : the official journal of the International Society for Holter and Noninvasive Electrocardiology, Inc.

[26]  Dag Svanæs,et al.  Assessing seniors' user experience (UX) of exergames for balance training , 2014, NordiCHI.

[27]  S. Engeser,et al.  Historical Lines and an Overview of Current Research on Flow , 2021, Advances in Flow Research.

[28]  Charles H. Hillman,et al.  The effects of single bouts of aerobic exercise, exergaming, and videogame play on cognitive control , 2011, Clinical Neurophysiology.

[29]  T. Noakes,et al.  Prediction of energy expenditure from heart rate monitoring during submaximal exercise , 2005, Journal of sports sciences.

[30]  Hirofumi Tanaka,et al.  Age-predicted maximal heart rate revisited. , 2001, Journal of the American College of Cardiology.

[31]  T. Wagener,et al.  Psychological effects of dance‐based group exergaming in obese adolescents , 2012, Pediatric obesity.

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

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

[34]  Lennart E. Nacke,et al.  Games User Research and Physiological Game Evaluation , 2015, Game User Experience Evaluation.

[35]  Nadia Bianchi-Berthouze,et al.  Stirring up experience through movement in game play: effects on engagement and social behaviour , 2008, CHI.

[36]  Susan T. Dumais,et al.  Understanding User Behavior Through Log Data and Analysis , 2014, Ways of Knowing in HCI.

[37]  Chad L. Stephens,et al.  Biocybernetic Adaptation as Biofeedback Training Method , 2014 .

[38]  G. Atkinson,et al.  The physiological cost and enjoyment of Wii Fit in adolescents, young adults, and older adults. , 2010, Journal of physical activity & health.

[39]  Nadia Bianchi-Berthouze,et al.  Evaluating Exertion Games , 2010, Evaluating User Experience in Games.

[40]  Stephen H. Fairclough,et al.  Fundamentals of physiological computing , 2009, Interact. Comput..

[41]  N. A. Borghese,et al.  Usability and Effects of an Exergame-Based Balance Training Program. , 2014, Games for health journal.

[42]  R E De Meersman,et al.  Heart rate variability and aerobic fitness. , 1993, American heart journal.

[43]  Lennart E. Nacke Directions in Physiological Game Evaluation and Interaction , 2011 .

[44]  K. Kallinen,et al.  Phasic Emotional Reactions to Video Game Events: A Psychophysiological Investigation , 2006 .

[45]  W. Boucsein Engineering Psychophysiology: Issues and Applications , 2009 .

[46]  David Tacconi,et al.  RIABLO: a game system for supporting orthopedic rehabilitation , 2013, CHItaly '13.

[47]  Stefan Agamanolis,et al.  Exertion interfaces: sports over a distance for social bonding and fun , 2003, CHI '03.

[48]  Rainer Malaka,et al.  How Computer Games Can Improve Your Health and Fitness , 2014, GameDays.

[49]  M. Dawson,et al.  The electrodermal system , 2007 .