Abstract
Serious games are video games that are intended to support learning while entertaining. They are considered valuable tools to improve user-specific skills or facilitate educational or therapeutic processes, especially in children. One of the disadvantages of computer games, in general, is their promotion of sedentary habits, considered as a significant risk factor for developing diseases such as obesity and hypertension. Exergames are serious games created to overcome the disadvantages of traditional computer games by promoting physical activity while playing. This study describes the development and evaluation of an adaptive component to monitor physical activity in children while using an exergame. The system is based on wearable technology to measure heart rate and perform real-time customizations in the exergame. To evaluate the adaptive component, an experiment was conducted with 30 children between 5 and 7 years of age, where the adaptive system was contrasted with a conventional interactive system (an exergame without adaptive component). It was demonstrated that the computer game, using the adaptive component, was able to change in real-time some of its functionalities based on the user characteristics. Increased levels of heart rate and caloric expenditure were significant in some of the game scenarios using the adaptive component. Although a formal user experience evaluation was not performed, excellent game playability and adherence by users were observed.
Subject
Health, Toxicology and Mutagenesis,Public Health, Environmental and Occupational Health
Cited by
4 articles.
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