liu.seSearch for publications in DiVA
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Effects of Reactive and Strategic Game Mechanics in Motion-based Games
Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.
Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Science & Engineering.
University of Roma La Sapienza, Italy.
Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Arts and Sciences.ORCID iD: 0000-0001-5943-0679
2017 (English)In: 2017 IEEE 5TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH (SEGAH), IEEE , 2017Conference paper, (Refereed)
Abstract [en]

Motion-based games offer positive effects on physical, social, and mental health for the players and have been common during the past decade, enabled by commercial motion tracking devices. However, little is known about the impact of game mechanics on the player experience, movement, and performance in motion-based games. In this paper we present results from a study with 35 participants comparing two different game mechanics, one reactive and one strategic, for a casual motion-based game. The assumption was that a more strategic mechanic would lead to less movement but more enjoyment. However, there was no significant difference in player experience, performance, or movement between the two game mechanics. In addition, a key aspect for the players preferred game mechanics was the perceived amount of thinking the game mechanic required.

Place, publisher, year, edition, pages
IEEE , 2017.
Series
IEEE International Conference on Serious Games and Applications for Health, ISSN 2330-5649
Keyword [en]
Motion; game; motivation; challenge; enjoyment; body movement; exergame; game introduction; design; play experience
National Category
Interaction Technologies
Identifiers
URN: urn:nbn:se:liu:diva-139197ISI: 000403392400023ISBN: 978-1-5090-5482-4 (print)OAI: oai:DiVA.org:liu-139197DiVA: diva2:1120176
Conference
5th IEEE International Conference on Serious Games and Applications for Health (SeGAH)
Note

Funding Agencies|Department of Computer and Information Science at Linkoping University, Fenomenmagasinet science center

Available from: 2017-07-05 Created: 2017-07-05 Last updated: 2017-07-05

Open Access in DiVA

No full text

Search in DiVA

By author/editor
Berglund, AseelBerglund, ErikPrytz, Erik
By organisation
Software and SystemsFaculty of Science & EngineeringHuman-Centered systemsFaculty of Arts and Sciences
Interaction Technologies

Search outside of DiVA

GoogleGoogle Scholar

Total: 4 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf