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 thei...

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Bibliographic Details
Main Authors: Alasdair G. Thin, Craig Brown, Paul Meenan
Format: Article
Language:English
Published: Hindawi Limited 2013-01-01
Series:International Journal of Computer Games Technology
Online Access:http://dx.doi.org/10.1155/2013/603604
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spelling doaj-0b1417ed7a6b462482cdf3bb3fdccdc02020-11-25T00:58:22ZengHindawi LimitedInternational Journal of Computer Games Technology1687-70471687-70552013-01-01201310.1155/2013/603604603604User Experiences While Playing Dance-Based Exergames and the Influence of Different Body Motion Sensing TechnologiesAlasdair G. Thin0Craig Brown1Paul Meenan2School of Life Sciences, Heriot-Watt University, Edinburgh EH14 4AS, UKSchool of Life Sciences, Heriot-Watt University, Edinburgh EH14 4AS, UKSchool of Life Sciences, Heriot-Watt University, Edinburgh EH14 4AS, UKDance 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.http://dx.doi.org/10.1155/2013/603604
collection DOAJ
language English
format Article
sources DOAJ
author Alasdair G. Thin
Craig Brown
Paul Meenan
spellingShingle Alasdair G. Thin
Craig Brown
Paul Meenan
User Experiences While Playing Dance-Based Exergames and the Influence of Different Body Motion Sensing Technologies
International Journal of Computer Games Technology
author_facet Alasdair G. Thin
Craig Brown
Paul Meenan
author_sort Alasdair G. Thin
title User Experiences While Playing Dance-Based Exergames and the Influence of Different Body Motion Sensing Technologies
title_short User Experiences While Playing Dance-Based Exergames and the Influence of Different Body Motion Sensing Technologies
title_full User Experiences While Playing Dance-Based Exergames and the Influence of Different Body Motion Sensing Technologies
title_fullStr User Experiences While Playing Dance-Based Exergames and the Influence of Different Body Motion Sensing Technologies
title_full_unstemmed User Experiences While Playing Dance-Based Exergames and the Influence of Different Body Motion Sensing Technologies
title_sort user experiences while playing dance-based exergames and the influence of different body motion sensing technologies
publisher Hindawi Limited
series International Journal of Computer Games Technology
issn 1687-7047
1687-7055
publishDate 2013-01-01
description 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.
url http://dx.doi.org/10.1155/2013/603604
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