Abstract
Today’s spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of body, controller, and game scenario following a holistic design approach. To contribute to this topic and as a proof-of-concept, we designed the ExerCube, an adaptive fitness game setup. We evaluated participants’ multi-sensory and bodily experiences with a non-adaptive and an adaptive ExerCube version and compared them with personal training to reveal insights to inform the next iteration of the ExerCube. Regarding flow, enjoyment and motivation, the ExerCube is on par with personal training. Results further reveal differences in perception of exertion, types and quality of movement, social factors, feedback, and audio experiences. Finally, we derive considerations for future research and development directions in holistic fitness game setups.
Original language | English |
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Title of host publication | CHI 2019 - Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems |
Publisher | ACM |
ISBN (Electronic) | 9781450359702 |
DOIs | |
Publication status | Published - 2 May 2019 |
MoE publication type | A4 Conference publication |
Event | ACM SIGCHI Annual Conference on Human Factors in Computing Systems - Glasgow, United Kingdom Duration: 4 May 2019 → 9 May 2019 https://chi2019.acm.org/ |
Conference
Conference | ACM SIGCHI Annual Conference on Human Factors in Computing Systems |
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Abbreviated title | ACM CHI |
Country/Territory | United Kingdom |
City | Glasgow |
Period | 04/05/2019 → 09/05/2019 |
Internet address |
Keywords
- Adaptivity
- ExerCube
- Exertion game
- Fitness game
- Flow