Exergame Experience of Young and Old Individuals Under Different Difficulty Adjustment Methods

Author:

Kaplan Oral,Yamamoto Goshiro,Taketomi Takafumi,Plopski Alexander,Sandor Christian,Kato HirokazuORCID

Abstract

In this work, we compare the exergaming experience of young and old individuals under four difficulty adjustment methods. Physical inactivity is a leading cause of numerous health conditions including heart diseases, diabetes, cancer, and reduced life expectancy. Committing to regular physical exercise is a simple non-pharmaceutical preventive measure for maintaining good health and sustaining quality of life. Incorporating exercise into games, studies frequently used exergames as an intervention tool over the last decades to improve physical functions and to increase adherence to exercise. While task difficulty optimization is crucial to exergame design, researchers consistently overlooked age as an element which can significantly influence the nature of end results. We use the Flow State Scale to analyze the mental state of young and old individuals to compare constant difficulty with ramping, performance-based, and biofeedback-based difficulty adjustments. Our results indicate that old individuals are less likely to experience flow compared to young under the same difficulty adjustment methods. Further investigation revealed that old individuals are likely to experience flow under ramping and biofeedback-based difficulty adjustments whereas performance-based adjustments were only feasible for young.

Publisher

MDPI AG

Subject

Computer Networks and Communications,Human-Computer Interaction

Reference76 articles.

1. Fact Sheet on Physical Activity,2018

2. Physical Inactivity: A Global Public Health Problem,2018

3. Health benefits of physical activity: the evidence

4. Lack of exercise is a major cause of chronic diseases;Booth;Compr. Physiol.,2018

5. The economic burden of physical inactivity: a global analysis of major non-communicable diseases

Cited by 6 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Rethinking dynamic difficulty adjustment for video game design;Entertainment Computing;2024-05

2. Use of serious games with older adults: systematic literature review;Humanities and Social Sciences Communications;2023-12-12

3. Does Dynamic Tailoring of A Narrative-Driven Exergame Result in Higher User Engagement among Adolescents? Results from A Cluster-Randomized Controlled Trial;International Journal of Environmental Research and Public Health;2021-07-12

4. Accessible Smart Coaching Technologies Inspired by Elderly Requisites;Multimedia for Accessible Human Computer Interfaces;2021

5. "Let's Get Physiological, Physiological!";Proceedings of the Annual Symposium on Computer-Human Interaction in Play;2020-11-02

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3