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  • 1.
    Berglund, Erik
    et al.
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Science & Engineering.
    Jedel, Izabella
    Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.
    Orädd, Helena
    Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.
    Berglund, Aseel
    Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.
    Considerations for Player Enjoyment and Exertion in Casual Exergames2024In: Proceedings of the 57th Hawaii International Conference on System Sciences / [ed] Tung X. Bui, University of Hawai'i at Manoa , 2024, p. 1328-1337Conference paper (Refereed)
    Abstract [en]

    One approach to reduce sedentary behavior isthrough casual exergames, exergames with simplegame mechanics played during short time increments.Casual exergames have shown success in producingenjoyable experiences and sufficient levels of exertion.Yet, previous research has neglected what to considerin order to design enjoyable and exerting experiencesin casual exergames. The present work explores thisaspect through an exploratory mixed methodsresearch design, comparing the perceived exertionand enjoyment of four different casual exergames. Inrelation to traditional exergame guidelines werecommend that casual exergames focus on allowingfor high ambiguity of movements, balance thecognitive complexity of the game, and direct players’attention from the body by utilizing fast game pace. 

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  • 2.
    Berglund, Aseel
    et al.
    Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.
    Jedel, Izabella
    Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.
    Orädd, Helena
    Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.
    Fallström, Johan
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Science & Engineering.
    Berglund, Erik
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Science & Engineering.
    Liopep: A Gamified Casual Exergame Application to help Office Workers not be Active Couch Potatoes2023In: Proceeding of the 2023 IEEE 11th International Conference on Serious Games and Applications for Health, Institute of Electrical and Electronics Engineers (IEEE), 2023Conference paper (Refereed)
    Abstract [en]

    Prolonged sedentary life is associated with several health risks. Office work is characterized by prolonged sedentary time and contributes significantly to the total sedentary exposure for office employees. This work aims to investigate the combination of casual exergames with gamification, two concepts that can impact behavior change, to decrease the prolonged sitting time for office workers, by interrupting long periods of sitting. A gamified web-based break application for micro-training using casual exergames and movement exercises was designed. A user study with office workers was conducted where workers had access to the application for 45 weeks, during which reward-based gamification was introduced in the application during an 11-week period and usage was compared before, during, and after the introduction of the reward-based game elements. The results showed that participants reported a positive experience of the application and that the breaks during the reward-based gamification period was higher compared to the period before and after the inclusion of the reward-based gamification.

  • 3.
    Berglund, Aseel
    et al.
    Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.
    Jedel, Izabella
    Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.
    Orädd, Helena
    Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.
    Berglund, Erik
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Science & Engineering.
    The Attractiveness and Effectiveness of Upper Body and Full Body Casual Exergame Controllers2023In: 2023 IEEE 11th International Conference on Serious Games and Applications for Health, SeGAH, IEEE, 2023, IEEE , 2023Conference paper (Refereed)
    Abstract [en]

    Exergames, active videogames in which players use their bodies to control the game, have been successful under certain conditions to produce enjoyable experiences and physical benefits. Casual exergames have been developed with simple game mechanics and short game play durations with the intent to promote exertion. Previous research has suggested that using full body game controllers in exergames compared to upper body movements has greater potential in producing high levels of exertion. In the present work we explore the impact of using upper compared to full body exergame controllers on players’ level of perceived immersion, perceived control, and perceived exertion in the context of casual exergames. A between subject, quasi-experiment was conducted with 80 participants, playing the same casual exergame with either upper body movement controllers or full body movement controllers. The results showed a significant difference between groups in terms of perceived control but not in terms of perceived immersion or perceived exertion. Based on the findings we recommend that casual exergame designers do not overlook the use of upper body game controllers in casual exergames but consider them as an alternative to using full body game controllers. 

  • 4.
    Berglund, Erik
    et al.
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Science & Engineering.
    Jedel, Izabella
    Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.
    Orädd, Helena
    Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.
    Fallström, Johan
    Linköping University, Department of Computer and Information Science. Linköping University, Faculty of Science & Engineering.
    Berglund, Aseel
    Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.
    The Effect of Assigned Goals in Casual Exergames on Performance, Exertion and Enjoyment2023In: In 2023 IEEE 11th International Conference on Serious Games and Applications for Health, SeGAH, IEEE, 2023, Institute of Electrical and Electronics Engineers (IEEE), 2023Conference paper (Refereed)
    Abstract [en]

    Casual exergames offer potential in decreasing sedentary behavior. Yet, little is known about how casual exergames can be designed to provide higher levels of physical effectiveness and psychological attractiveness. From the lens of goal setting theory, we explore if assigned goals affect players performance, exertion, and enjoyment in a casual exergame. A quasi-experimental design was applied, comparing the performance, exertion, and enjoyment during two game rounds for a group exposed to a specific goal setting prompt in the second game round, compared to a control group. Further analysis was conducted on how the participants changes in performance, exertion and enjoyment between game rounds was affected by either receiving or not receiving the goal setting prompt. The results support the notion that assigned goals in casual exergames result in higher performance, exertion, and enjoyment on a group level. Furthermore, the results showed that on an individual level the assigned goal resulted in a higher increase in exertion between game rounds, but not in performance nor enjoyment. 

  • 5.
    Berglund, Erik
    et al.
    Linköping University, Department of Computer and Information Science, Human-Centered systems. Linköping University, Faculty of Science & Engineering.
    Orädd, Helena
    Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.
    Jedel, Izabella
    Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.
    Berglund, Aseel
    Linköping University, Department of Computer and Information Science, Software and Systems. Linköping University, Faculty of Science & Engineering.
    The Potential of Seated and Standing Short Duration Casual Exergames to Increase Positive Affect2023In: PROCEEDINGS OF THE 26TH INTERNATIONAL ACADEMIC MINDTREK, MINDTREK 2023, ASSOC COMPUTING MACHINERY , 2023, p. 25-34Conference paper (Refereed)
    Abstract [en]

    Decreasing sedentary behavior and taking active short duration breaks offers several positive benefits for office workers. One way to encourage active short duration breaks in an office environment is through the use of casual exergames. Previous research has shown that casual exergames offer benefits in terms of enjoyment, exertion, and increased positive affect. However, little is known about whether this holds true for short duration (e.g., 2 minutes) casual exergames and if seated compared to standing gameplay offers similar benefits. Through a quasi-experimental within-subjects design we investigated whether positive affect differs before and after short duration casual exergaming for seated and standing positions, and if seated compared to standing short duration casual exergaming differs in terms of positive affect, perceived exertion, enjoyment, and performance. The main results showed that short duration casual exergaming increased positive affect significantly for both standing and seated gameplay and that there were no differences between seated and standing gameplay in terms of positive affect, perceived exertion, enjoyment, and performance.

1 - 5 of 5
CiteExportLink to result list
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Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • oxford
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
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  • html
  • text
  • asciidoc
  • rtf