Abstract
Games that demand exertion of the players through bodily movements have experienced commercial success and have been attributed with many physical, mental and social benefits, thus changing the way we play computer games. However, there is a lack of understanding of how to evaluate such exertion games, mainly because although the games’ facilitated bodily movements are believed to be responsible for the generated user experiences, they are not considered in traditional evaluation methods that primarily assume keyboard and gamepad-style input devices. We do not believe there is a generic approach to evaluating exertion games, and therefore offer an overview of our mixed experiences in using various methods to guide the reader for future evaluations in this domain. We support the presented methods with data from case studies we undertook in order to illustrate their use and what kinds of results to expect. By identifying remaining issues in regards to evaluation methods for exertion games, we aim to provide an informed way forward for research in this area. With our work, we hope to contribute towards the advancement of such games, fostering their many benefits towards a more positive user experience.
Keywords
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsReferences
Ambady N, Rosenthal R (1992) Thin slices of expressive behavior as predictors of interpersonal consequences: a meta-analysis. Psychol Bull 111:256–274
Argyle M (1988) Bodily Communication. Routledge
Bernhardt D, Robinson P (2008) Interactive control of music using emotional body expressions. In CHI’08 Extended Abstracts on Human Factors in Computing Systems (pp. 3117–3122). ACM
Bianchi-Berthouze N (2013) Understanding the role of body movement in player engagement. Hum–Comput Interact 28(1):40–75 http://web4.cs.ucl.ac.uk/uclic/people/n.berthouze/BerthouzeHCI12.pdf
Bianchi-Berthouze N, Kleinsmith A (2003) A categorical approach to affective gesture recognition. Connect Sci 15:259–269
Bianchi-Berthouze N, Cairns P, Cox A, Jennett C, Kim WW (2006) On posture as a modality for expressing and recognizing emotions. Workshop on the role of emotion in HCI, HCI 2006
Bianchi-Berthouze N, Kim WW, Patel D (2007) Does body movement engage you more in digital game play? and Why? In: Affective computing and intelligent interaction (pp. 102–113). Springer Berlin Heidelberg
Bogost I (2005) The rhetoric of exergaming. Digital arts and cultures (DAC) Conference. Denmark
Borg G (1998) Borg’s perceived exertion and pain scales. Human Kinetics, Champaign
Brown E, Cairns P (2004) A grounded investigation of game immersion. In: CHI’04 extended abstracts on Human factors in computing systems (pp. 1297–1300). ACM
Cacioppo JT, Priester JR, Berntson GG (1993) Rudimentary determination of attitudes: II. Arm flexion and extension have differential effects on attitudes. J Pers Soc Psychol 65:5–17
Carney DR, Cuddy AJC, Yap AJ (2010) Power posing: Brief nonverbal displays affect neuroendocrine levels and risk tolerance. Psychol Sci 21(10):1363–1368
Chandler J, Schwarz N (2009) How extending your middle finger affects your perception of others: learned movements influence concept accessibility. J Exp Soc Psychol 45(1):123–128
Chen M, Kolko B, Cuddihy E, Medina E (2005) Modelling and measuring engagement in computer games. In: DIGRA Conference 2005
Clark R (2008) Seniors trump barriers in Wii bowling tourney. <http://www.nj.com/sunbeam/index.ssf?/base/news-4/1222587621327110.xml&coll=9>. Accessed 1 Feb 2012
Clark M, Gronbegh E (1987) The effect of age, sex and participation in age group athletics on the development of trust in children. Int J Sport Psychol 18:181–187
Cole J, Montero B (2007) Affective proprioception. Janus Head 9(2):299–317
Csikszentmihalyi M (1990) Flow: the psychology of optimal performance. Harper and Row, New York
De Silva PR, Bianchi-Berthouze N (2004) Modeling human affective postures: an information theoretic characterization of posture features. Comput Anim Virtual Worlds 15:269–276
DeLorenzo M (2007) Wii sports experiment. <http://wiinintendo.net/2007/01/15/wii-sports-experiment-results/ >. Accessed 1 Apr 2015
Ekman P, Rosenberg EL (2005) What the face reveals: basic and applied studies of spontaneous expression using the facial action coding system (FACS). Oxford University, USA
Eriksson E, Hansen T, Lykke-Olesen A (2007) Movement-based interaction in camera spaces: a conceptual framework. Pers Ubiquit Comput 11:621–632
Ermi L, Mäyrä F (2005). Fundamental components of the gameplay experience: analysing immersion. In: Castell S, Jenson J (eds) Proceedings of the DiGRA conference changing views: worlds in play, pp. 15–27
Graves L, Stratton G, Ridgers ND, Cable NT (2007) Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study. BMJ 335:1282–1284
Hart M (2003) Borg scale gets ‘thumbs up’. <http://www.torq.ltd.uk/pfm_disp.asp?newsid=18 >. Accessed 1 Feb 2012
Hero G (2015) Guitar hero. <http://guitarhero.com >. Accessed 1 Apr 2015
Hoysniemi J (2006) Design and evaluation of physically interactive games. PhD thesis. University of Tampere
Isbister K (2010). Enabling social play: a framework for design and evaluation. In: Bernhaupt R (ed) Evaluating user experiences in games: concepts and methods, 1st edn. Springer
Isbister K, Dimauro C (2010) Waggling the form baton: analyzing body-movement-based design patterns in nintendo wii games, toward innovation of new possibilities for social and emotional experience. In: Whole Body Interaction, D. England (ed). Springer
Isbister K, Schwekendiek U, Frye J (2011). Wriggle: an exploration of emotional and social effects of movement. Proceeding of the twenty-sixth annual SIGCHI conference on Human factors in computing systems, 1885–1890.
Iso-Ahola SE, Hatfield BD (1986) Psychology of sports: a social psychological approach, Wm. C. Brown, Dubuque
Kirsh D, Maglio PP (1984) On distinguish epistemic from pragmatic action. Cognit Sci 18:513–549
Kleinsmith A, Bianchi-Berthouze N, Steed A (2011). Automatic recognition of non-acted affective postures. IEEE Trans on Syst, Man, and Cybernet Part B 41(4):1027–1038
Laird JD (1974) Self-attribution of emotion: the effects of expressive behavior on the quality of emotional experience. J Pers Soc Psychol 29(4):475–486
Lantz F (2006) Big games and the porous border between the real and the mediated. <http://www.vodafone.com/flash/receiver/16/articles/indexinner07.html >. Accessed 1 Feb 2012
Lazzaro N (2004). Why we play games: four keys to more emotion without story. Technical report, XEO Design Inc., 2004
LeBlanc C (2008) Nintendo Wii Fits in Neurorehabilitation. http://www.healthcarereview.com/2008/10/nintendo-wii-fits-in-neurorehabilitation/. Accessed 1 Apr 2015
Lehrer J (2006) How the Nintendo Wii will get you emotionally invested in video games. Seedmagazine.com. Brain & Behavior. <http://www.seedmagazine.com/news/2006/11/a_console_to_make_you_wiip.php >. Accessed 1 Apr 2015
Lieberman DA (2006) Dance games and other exergames: what the research says. <http://www.comm.ucsb.edu/faculty/lieberman/exergames.htm >. Accessed 1 Feb 2012
Lindley SE, Monk AF (2008) Social enjoyment with electronic photograph displays: awareness and control. Int J Hum Comput Stud 66:587–604
Lindley SE, Le Couteur J, Berthouze NL (2008) Stirring up experience through movement in game play: effects on engagement and social behaviour. Proceeding of the twenty-sixth annual SIGCHI conference on Human factors in computing systems. Florence. ACM, Italy
Loke L, Larssen A, Robertson T, Edwards J (2007) Understanding movement for interaction design: frameworks and approaches. Pers Ubiquit Comput 11:691–701
Lord C, Risi S, Lambrecht L, Cook EH, Leventhal BL, DiLavore PC, Pickles A, Rutter M (2000) The autism diagnostic observation schedule-generic: a standard measure of social and communication deficits associated with the spectrum of autism. J Autism Dev Disord 30:205–223
Maglio, P. P, Wenger MJ, Copeland AM (2008) Evidence for the role of self-priming in epistemic action: expertise and the effective use of memory. Acta Psychol 127(1):72–88
Mandryk RL, Inkpen KM (2004) Physiological indicators for the evaluation of co-located collaborative play. ACM, New York
Mandryk R, Atkins S, Inkpen K (2006) A continuous and objective evaluation of emotional experience with interactive play environments. CHI ’06: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM Press
McCarthy J, Wright P (2004) Technology as experience. The MIT Press
Meeren HKM, van Heijnsbergen C, de Gelder B (2005) Rapid perceptual integration of facial expression and emotional body language. Proc Natl Acad Sci 102:16518–16523
Melzer A, Derks I, Heydekorn J, Steffgen G (2010) Click or strike: realistic versus standard game controls in violent video games and their effects on agression. In: Yang HS, Malaka R, Hoshino J, Han JH (eds) International Conference, ICEC 2010. Springer, Berlin
Moen J (2006) KinAesthetic movement interaction: designing for the pleasure of motion. KTH, Numerical Analysis and Computer Science, Stockholm
Mueller F (2002) Exertion interfaces: sports over a distance for social bonding and fun. Massachusetts Institute of Technology
Mueller F, Gibbs M (2007a) A physical three-way interactive game based on table tennis. Proceedings of the 4th Australasian conference on Interactive entertainment. Melbourne, Australia, RMIT University
Mueller F, Gibbs M (2007b) Evaluating a distributed physical leisure game for three players. Conference of the computer-human interaction special interest group (CHISIG) of Australia on Computer-human interaction: OzCHI’07. Adelaide, Australia, ACM
Mueller F, Agamanolis S, Picard R (2003) Exertion interfaces: sports over a distance for social bonding and fun. Proceedings of the SIGCHI conference on Human factors in computing systems. Ft. Lauderdale, Florida, USA, ACM
Mueller F, Stevens G, Thorogood A, O’Brien S, Wulf V (2007) Sports over a distance. Pers Ubiquit Comput 11:633–645
Nenonen V, Lindblad A, Häkkinen V, Laitinen T, Jouhtio M, Hämäläinen P (2007) Using heart rate to control an interactive game. Proceedings of the SIGCHI conference on Human factors in computing systems. ACM Press, New York
Neumann R, Strack F (2000) Approach and avoidance: the influence of proprioceptive and exteroceptive cues on encoding of affective information. J Pers Soc Psychol 79(1):39–48
Niedenthal PM, Barsalou LW, Winkielman P, Krauth-Gruber S, Ric F (2005) Embodiment in attitudes, social perception, and emotion. Pers Soc Psychol Rev 9(3):184–211
Nijhar J, Bianchi-Berthouze N, Boguslawski G (2012). Does movement recognition precision affect the player experience in exertion games? International Conference on Intelligent Technologies for interactive entertainment
Palameta B, Brown WM (1999) Human cooperation is more than by-product mutualism. Anim Behav 57:1–3
Pasch M, Berthouze N, van Dijk EMAG, Nijholt A (2008) Motivations, strategies, and movement patterns of video gamers playing nintendo wii boxing. Facial and Bodily Expressions for Control and Adaptation of Games (ECAG 2008). Amsterdam, the Netherlands
Pasch M, Bianchi-Berthouze N, van Dijk B, Nijholt A (2009) Movement-based sports video games: investigating motivation and gaming experience. Entertain Comput 9(2):169–180
Powell W (2008) Virtually walking? Developing exertion interfaces for locomotor rehabilitation. CHI 2008. Workshop submission to “Exertion Interfaces”
Ratey J (2008) Spark: the revolutionary new science of exercise and the brain. Little, Brown and Company, Boston
Riskind JH, Gotay CC (1982) Physical posture: could it have regulatory or feedback effects on motivation and emotion? Motiv Emotion 6(3):273–298
Rocco E (1998) Trust breaks down in electronic contexts but can be repaired by some initial face-to-face contact. ACM/Addison-Wesley Publishing Co, New York
Salen K, Zimmerman E (2003) Rules of play: game design fundamentals. The MIT Press, Cambridge
Savva N, Bianchi-Berthouze N (2012). Automatic recognition of affective body movement in a video game scenario. International Conference on Intelligent Technologies for interactive entertainment
Stepper S, Strack F (1993) Proprioceptive determinants of emotional and nonemotional feelings. J Pers Soc Psychol 64:211–220
Strauss A, Corbin J (1998) Basics of qualitative research: techniques and procedures for developing grounded theory. SAGE Publications, Washington DC
Tan B, Aziz AR, Chua K, Teh KC (2002) Aerobic demands of the dance simulation game. Int J Sports Med 23:125–129
Wakkary R, Hatala M, Jiang Y, Droumeva M, Hosseini M (2008) Making sense of group interaction in an ambient intelligent environment for physical play. Proceedings of the 2nd international conference on tangible and embedded interaction. Bonn, Germany, ACM
Wankel LM (1985) Personal and situational factors affecting exercise involvement: the importance of enjoyment. Res Q Exerc Sport 56:275–282
Well-being Feild Report (2012) <http://nsg.jyu.fi/index.php/Well-being_Field_Report >. Accessed 1 Feb 2012
Wells GL, Petty RE (1980) The effects of overt head movements on persuasion: compatibility and incompatibility of responses. Basic Appl Soc Psychol 1:219–230
XRtainment (2012) XRtainment - Where working out is all play! <http://www.xrtainmentzone.com/ >. Accessed 1 Feb 2012
Yannakakis GN, Hallam J (2008) Entertainment modeling through physiology in physical play. Int J Hum Comput Stud 66(10):741–755
Zheng J, Bos N, Olson JS, Olson GM (2001) Trust without touch: jump-start trust with social chat. ACM, New York
Zheng J, Veinott E, Bos N, Olson JS, Olson GM (2002) Trust without touch: jumpstarting long-distance trust with initial social activities. ACM, New York
Acknowledgments
Some of the case studies presented in this paper have been supported by the Marie Curie International Re-Integration Grant “AffectME” (MIRG-CT-2006-046434). The authors also wish to acknowledge the role of Media Lab Europe and the MIT Media Lab in supporting initial work on Breakout for Two, together with Stefan Agamanolis, Rosalind Picard and Ted Selker. Thanks also to the University of Melbourne and CSIRO Collaborative Research Support Scheme in supporting initial development work on Table Tennis for Three. Florian ‘Floyd’ Mueller’s contribution to the initial edition of this chapter was produced during his time at the University of Melbourne, and he thanks the people in the Interaction Design Group for their support. Special thanks to Martin R. Gibbs and Frank Vetere at the University of Melbourne.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2015 Springer International Publishing Switzerland
About this chapter
Cite this chapter
Mueller, F., Bianchi-Berthouze, N. (2015). Evaluating Exertion Games. In: Bernhaupt, R. (eds) Game User Experience Evaluation. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-15985-0_11
Download citation
DOI: https://doi.org/10.1007/978-3-319-15985-0_11
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-15984-3
Online ISBN: 978-3-319-15985-0
eBook Packages: Computer ScienceComputer Science (R0)