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Berglund, E., Jedel, I., Orädd, H. & Berglund, A. (2024). Considerations for Player Enjoyment and Exertion in Casual Exergames. In: Tung X. Bui (Ed.), Proceedings of the 57th Hawaii International Conference on System Sciences: . Paper presented at 57th Hawaii International Conference on System Sciences (HICSS), Hilton Hawaiian Village Waikiki Beach Resort, January 3-6, 2024 (pp. 1328-1337). University of Hawai'i at Manoa
Open this publication in new window or tab >>Considerations for Player Enjoyment and Exertion in Casual Exergames
2024 (English)In: 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, Published 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. 

Place, publisher, year, edition, pages
University of Hawai'i at Manoa, 2024
Series
Proceedings of the Annual Hawaii International Conference on System Sciences, E-ISSN 2572-6862
Keywords
Exergames; Casual exergames; Exertion; Enjoyment; Design considerations
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:liu:diva-200174 (URN)001301787501053 ()9780998133171 (ISBN)
Conference
57th Hawaii International Conference on System Sciences (HICSS), Hilton Hawaiian Village Waikiki Beach Resort, January 3-6, 2024
Available from: 2024-01-12 Created: 2024-01-12 Last updated: 2025-03-20
Jedel, I. & Palmquist, A. (2023). Ett digitalt arbetssätt: organisationens väg till det livslånga lärandet. Lund: Studentlitteratur
Open this publication in new window or tab >>Ett digitalt arbetssätt: organisationens väg till det livslånga lärandet
2023 (English)Book (Other academic)
Abstract [en]

Det livslånga lärandet är en nyckel i det framtida arbets­livet, för både individer och organisationer i deras strävan att bibehålla sin relevans på arbetsmarknaden. Den här boken tar ett helhetsgrepp kring det digitaliserade livslånga lärandet...[Bokinfo]

Place, publisher, year, edition, pages
Lund: Studentlitteratur, 2023. p. 173
Keywords
Livslångt lärande, Personaladministration
National Category
Educational Sciences
Identifiers
urn:nbn:se:liu:diva-191002 (URN)9789144150871 (ISBN)
Available from: 2023-01-12 Created: 2023-01-12 Last updated: 2025-02-18Bibliographically approved
Berglund, A. & Jedel, I. (2023). Higher education students’ perceptions of point-based gamification in a Learning Management System. In: Mila Bujic, Prajwal D'Souza, Nannan Xi, Juho Hamari (Ed.), Proceedings of the 7th International GamiFIN Conference, Lapland, Finland, April 18-21, 2023: . Paper presented at The 7th International GamiFIN Conference, Lapland, Finland, April 18-21, 2023 (pp. 144-153). CEUR-WS.org, 3405
Open this publication in new window or tab >>Higher education students’ perceptions of point-based gamification in a Learning Management System
2023 (English)In: Proceedings of the 7th International GamiFIN Conference, Lapland, Finland, April 18-21, 2023 / [ed] Mila Bujic, Prajwal D'Souza, Nannan Xi, Juho Hamari, CEUR-WS.org , 2023, Vol. 3405, p. 144-153Conference paper, Published paper (Refereed)
Abstract [en]

To understand what makes gamification successful there is a need to study individual game elements over time. The aim of the present longitudinal case study was to investigate the game element points in a higher-education context, in relation to the hedonic and utilitarian aspects of a gamified learning management system and novelty effects. A scale was developed based on utilitarian, hedonic and motivational elements of the point system, uncovering two main components: perceived value of points, and perceived motivation of points. The results showed that the perception of the points was positively related to the hedonic perception of a gamified learning management system, and that novelty effects are present. Based on the results, we suggest that points in higher education should be designed with regards to how students perceive the value and motivational aspects behind them and with considerations of how novelty effects can be mitigated. 

Place, publisher, year, edition, pages
CEUR-WS.org, 2023
Series
CEUR Workshop Proceedings, E-ISSN 1613-0073 ; Vol-3405
Keywords
Gamification; hedonic dimension; utilitarian dimension; learning management systems; selfdetermination theory; higher education; points
National Category
Information Systems
Identifiers
urn:nbn:se:liu:diva-200206 (URN)
Conference
The 7th International GamiFIN Conference, Lapland, Finland, April 18-21, 2023
Available from: 2024-01-16 Created: 2024-01-16 Last updated: 2024-01-16Bibliographically approved
Berglund, A. & Jedel, I. (2023). Higher-education students’ perceptions of point-based gamification in a learning management system. In: Mila Bujić, Prajwal DSouza, Nannan Xi, Juho Hamari (Ed.), GamiFIN Conference 2023: Proceedings of the 7th International GamiFIN Conference. Paper presented at The 7th International GamiFIN Conference, Lapland, Finland, April 18-21, 2023. CEUR
Open this publication in new window or tab >>Higher-education students’ perceptions of point-based gamification in a learning management system
2023 (English)In: GamiFIN Conference 2023: Proceedings of the 7th International GamiFIN Conference / [ed] Mila Bujić, Prajwal DSouza, Nannan Xi, Juho Hamari, CEUR , 2023Conference paper, Published paper (Refereed)
Abstract [en]

Research on gamified learning in higher education has displayed positive, negative, and non-significant results. To understand what makes gamification successful there is a need to study individual game elements over time. The aim of the present study is to investigate the game element points over time in a higher education context, in relation to the hedonic and utilitarian aspects of a gamified learning management system. A scale was developed based on utilitarian, hedonic and motivational elements of the point system, uncovering two main components: utilitarian and hedonic perception of points, and motivational perception of points. The results showed that the perception of the points was positively correlated to the utilitarian and hedonic perception of a gamified learning management system, and that novelty effects are present in terms of the perception of points. 

Place, publisher, year, edition, pages
CEUR, 2023
Series
CEUR Workshop Proceedings, E-ISSN 1613-0073 ; 3405
Keywords
Gamification, Hedonic, Utilitarian, Technology Acceptance, Self Determination Theory, Higher education, Points
National Category
Computer Sciences
Identifiers
urn:nbn:se:liu:diva-192881 (URN)
Conference
The 7th International GamiFIN Conference, Lapland, Finland, April 18-21, 2023
Available from: 2023-04-04 Created: 2023-04-04 Last updated: 2023-06-20Bibliographically approved
Berglund, A., Jedel, I., Orädd, H., Fallström, J. & Berglund, E. (2023). Liopep: A Gamified Casual Exergame Application to help Office Workers not be Active Couch Potatoes. In: Proceeding of the 2023 IEEE 11th International Conference on Serious Games and Applications for Health: . Paper presented at IEEE 11th International Conference on Serious Games and Applications for Health, SeGAH, IEEE, Athens, Greece, 28th - 30th August, 2023. Institute of Electrical and Electronics Engineers (IEEE)
Open this publication in new window or tab >>Liopep: A Gamified Casual Exergame Application to help Office Workers not be Active Couch Potatoes
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2023 (English)In: Proceeding of the 2023 IEEE 11th International Conference on Serious Games and Applications for Health, Institute of Electrical and Electronics Engineers (IEEE), 2023Conference paper, Published 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.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2023
Series
IEEE International Conference on Serious Games and Applications for Health, ISSN 2330-5649, E-ISSN 2573-3060
Keywords
gamification, casual exergames, behavior change, sedentary behavior, reward-based gamification
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:liu:diva-195019 (URN)10.1109/SEGAH57547.2023.10253779 (DOI)001073633800024 ()2-s2.0-85174171848 (Scopus ID)9798350346077 (ISBN)9798350346084 (ISBN)
Conference
IEEE 11th International Conference on Serious Games and Applications for Health, SeGAH, IEEE, Athens, Greece, 28th - 30th August, 2023
Available from: 2023-06-14 Created: 2023-06-14 Last updated: 2025-02-20Bibliographically approved
Berglund, A., Jaarsma, T., Orädd, H., Jedel, I., Fallström, J., Strömberg, A., . . . Berglund, E. (2023). Player-centered, iterative, and interdisciplinary design and development of a mobile exergame for older cardiac patients. In: : . Paper presented at ACNAP 2023, 23-24 June, Edinburgh, Scottland (pp. 1164-1165). Oxford University Press (OUP), 22(Supplement_1)
Open this publication in new window or tab >>Player-centered, iterative, and interdisciplinary design and development of a mobile exergame for older cardiac patients
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2023 (English)Conference paper, Poster (with or without abstract) (Other academic)
Abstract [en]

Background: Reducing inactivity in cardiac patients is vital since it can decrease the risk for disease progression and mortality. Current commercial available exergames (games where one has to be physically active to be able to play) might not optimally meet the needs of cardiac patients. The aim of this project was to design and develop a mobile exergame app involving end-users (elderly cardiac patients).

Method: The player-centered, iterative, interdisciplinary, and integrated (P-III) framework for designing and developing serious games has been modified and used for designing and developing the exergame involving end-users. This framework has 4 pillars: 1. Player-centered design process 2. Iterative development 3. Interdisciplinary teamwork 4. Integration of play and the serious content End-users involved in the project were patients from a local patient organization for patients with heart and lung diseases.

Results: In the player-centered design process cardiac patients were involved in the entire game design and development, not only during the usability testing phase. In the iterative development of the game, we had a visual game design of the game to understand the players’ group and the problem domain. Later the visual game concept was transformed into a prototype of the game. This prototype was adapted within seven iterations to a mobile exergame. The development was through interdisciplinary teamwork, where both cardiac patients, experts in cardiac care and game developers worked closely together in developing the game. The serious content in our project is physical activity and the integration is focused on exergame design guidelines for older adults and fitness application guidelines for cardiac patients. The mobile exergame that was developed, has as main goal to walk 10 minutes more a day. The concept of the game is based on taking care of a farm and expanding it by sowing, watering, and planting fruits and vegetables. To do activities in the farm the user has to walk in the physical world, this could be both done indoors or outdoors. Each activity is rewarded with experience points (see screenshot mobile exergame). Conclusion: An exergame was successfully developed within an interdisciplinary team with as goal to encourage cardiac patients to walk 10 minutes more a day. This game will now be tested in a randomized control trial, called the Heart-eXg stud

Place, publisher, year, edition, pages
Oxford University Press (OUP), 2023
Series
EUROPEAN JOURNAL OF CARDIOVASCULAR NURSING, ISSN 1474-5151, E-ISSN 1873-1953
National Category
Cardiology and Cardiovascular Disease Human Computer Interaction
Identifiers
urn:nbn:se:liu:diva-214348 (URN)10.1093/eurjcn/zvad064.144 (DOI)001058804100141 ()
Conference
ACNAP 2023, 23-24 June, Edinburgh, Scottland
Funder
Swedish Research Council
Available from: 2025-06-05 Created: 2025-06-05 Last updated: 2025-09-19
Berglund, A., Jedel, I., Orädd, H. & Berglund, E. (2023). The Attractiveness and Effectiveness of Upper Body and Full Body Casual Exergame Controllers. In: 2023 IEEE 11th International Conference on Serious Games and Applications for Health, SeGAH, IEEE, 2023: . Paper presented at 11th International Conference on Serious Games and Applications for Health, SeGAH, IEEE, Athens, Greece, 28 - 30 August. IEEE
Open this publication in new window or tab >>The Attractiveness and Effectiveness of Upper Body and Full Body Casual Exergame Controllers
2023 (English)In: 2023 IEEE 11th International Conference on Serious Games and Applications for Health, SeGAH, IEEE, 2023, IEEE , 2023Conference paper, Published 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. 

Place, publisher, year, edition, pages
IEEE, 2023
Series
IEEE International Conference on Serious Games and Applications for Health, ISSN 2330-5649, E-ISSN 2573-3060
Keywords
Casual exergame, Exergames, Movement-based Controllers, Game Controllers, Upper-body Interaction, Full-body Interaction, Immersion, Exertion, Control
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:liu:diva-195391 (URN)10.1109/SEGAH57547.2023.10253764 (DOI)001073633800009 ()9798350346077 (ISBN)9798350346084 (ISBN)
Conference
11th International Conference on Serious Games and Applications for Health, SeGAH, IEEE, Athens, Greece, 28 - 30 August
Available from: 2023-06-19 Created: 2023-06-19 Last updated: 2023-11-27Bibliographically approved
Berglund, E., Jedel, I., Orädd, H., Fallström, J. & Berglund, A. (2023). The Effect of Assigned Goals in Casual Exergames on Performance, Exertion and Enjoyment. In: In 2023 IEEE 11th International Conference on Serious Games and Applications for Health, SeGAH, IEEE, 2023: . Paper presented at 11th International Conference on Serious Games and Applications for Health, SeGAH, IEEE, Athens, Greece, 28th - 30th August, 2023. Institute of Electrical and Electronics Engineers (IEEE)
Open this publication in new window or tab >>The Effect of Assigned Goals in Casual Exergames on Performance, Exertion and Enjoyment
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2023 (English)In: 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, Published 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. 

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2023
Series
IEEE International Conference on Serious Games and Applications for Health, ISSN 2330-5649, E-ISSN 2573-3060
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:liu:diva-195393 (URN)10.1109/SEGAH57547.2023.10253767 (DOI)001073633800012 ()9798350346077 (ISBN)9798350346084 (ISBN)
Conference
11th International Conference on Serious Games and Applications for Health, SeGAH, IEEE, Athens, Greece, 28th - 30th August, 2023
Available from: 2023-06-19 Created: 2023-06-19 Last updated: 2023-11-27Bibliographically approved
Berglund, E., Jedel, I. & Berglund, A. (2023). Using MediaPipe Machine Learning to Design Casual Exertion Games to Interrupt Prolonged Sedentary Lifestyle. In: HCI in Games: 5th International Conference, HCI-Games 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings Part I. Paper presented at 25th International Conference on Human-Computer Interaction, HCII 2023, July 23-28, Copenhagen, Denmark (pp. 237-251). SPRINGER INTERNATIONAL PUBLISHING AG
Open this publication in new window or tab >>Using MediaPipe Machine Learning to Design Casual Exertion Games to Interrupt Prolonged Sedentary Lifestyle
2023 (English)In: HCI in Games: 5th International Conference, HCI-Games 2023, Held as Part of the 25th HCI International Conference, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings Part I, SPRINGER INTERNATIONAL PUBLISHING AG , 2023, p. 237-251Conference paper, Published paper (Refereed)
Abstract [en]

Casual exergames have shown potential in providing sufficient levels of exertion to decrease sedentary behavior. However, previous casual exergame implementations do not follow the guidelines of allowing for shorter (2-3 minute) active breaks during more regular increments. To evaluate if casual exergames could be applied following the guidelines of shorter more regular increments we designed and developed a casual exergame using MediaPipe. The resulting game, Balloon Pump, was evaluated at a game and cosplay festival with 60 participants playing the game. After game play, perceived exertion, control and immersion, and overall experience of the game, was measured and the performance and number of movements were noted. The results from the evaluation study showed that the game was perceived as controllable, had produced sufficient levels of exertion, and was perceived as fun. The immersive experience of the game was low and the participants commented on several ways in which this aspect could be improved, such as adding more incentives and variation in the game. 

Place, publisher, year, edition, pages
SPRINGER INTERNATIONAL PUBLISHING AG, 2023
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 14046
Keywords
Casual exergames, MediaPipe, Exertion, Perceived Immersion, Perceived Control
National Category
Human Computer Interaction Other Engineering and Technologies
Identifiers
urn:nbn:se:liu:diva-192988 (URN)10.1007/978-3-031-35930-9_16 (DOI)001294578700016 ()9783031359309 (ISBN)9783031359293 (ISBN)
Conference
25th International Conference on Human-Computer Interaction, HCII 2023, July 23-28, Copenhagen, Denmark
Available from: 2023-04-07 Created: 2023-04-07 Last updated: 2025-02-18Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0001-9212-3259

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