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Exergaming–Trends and Opportunites€¦ · Exergaming–Trends and Opportunites Burkhard Claus...

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Exergaming – Trends and Opportunites Burkhard Claus Wünsche 1 , Lindsay Alexander Shaw 1 , Christof Lutteroth 1,2 , Stefan Marks 3 , Jude Buckley 4 , Paul Corballis 4 1 Graphics Group, Dept. of Computer Science, University of Auckland, New Zealand 2 Dept. of Computer Science, University of Bath, UK 3 Colab, Faculty of Design and Creative Technology, AUT University, New Zealand 4 Dept. of Psychology, University of Auckland, New Zealand GRAPHICS GROUP
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Page 1: Exergaming–Trends and Opportunites€¦ · Exergaming–Trends and Opportunites Burkhard Claus Wünsche1, Lindsay Alexander Shaw1, Christof Lutteroth1,2, Stefan Marks3, Jude Buckley4,

Exergaming – Trends and Opportunites

Burkhard Claus Wünsche1, Lindsay Alexander Shaw1, Christof Lutteroth1,2, Stefan Marks3, Jude Buckley4, Paul Corballis4

1 Graphics Group, Dept. of Computer Science, University of Auckland, New Zealand2 Dept. of Computer Science, University of Bath, UK

3 Colab, Faculty of Design and Creative Technology, AUT University, New Zealand4 Dept. of Psychology, University of Auckland, New Zealand

GRAPHICS GROUP

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Background

Benefits of Exercise: Promotes optimal Physical, Psychological, Brain Health  Promotes Longevity Prevents (chronic) diseases Delays aging

… but few people get recommended amount of exercises

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Background• Why do so many people not exercise?

=> lack of intrinsic motivation, poor body image, competing interests, time, diet, access etc.

• IDEA: Combine exercises with entertainment => Exergames• Achieve dissociation of physical discomfort of exercise (game play,

sound/music, virtual environments (VE)) • Increase motivation and enjoyment• Ideally address psychological barriers

• Problems: Different target groups and objectives, lack of theoretical model, limited clinical studies, conflicting commercial aims

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Classification of ExergamesBy location/environment:1. Home-based (living-room) exergames2. Gym-based exergames3. Outdoor exergamesBy exercise data usage:1. Synchronous (exercise data directly used in game play)2. Asynchronous (exercise data separately used from play sessions, but directly

effects game play)3. Disconnected (exercise is a side effect of game play (or vice versa) – exercise

data not directly used)By sensing device:1. Motion sensing (Web-cam, structured lighting, PMD, accelerometer, gyroscope)2. Location sensing (GPS, markers)3. Exercise or specialised equipment (Exerbike, treadmill, rowing machine)By health objective1. Physical activity just side effect of game play (or vice versa)2. Specific fitness outcomes (e.g. improve cardio pulmonary fitness)3. Specific clinical outcome (e.g. functional improvement in stroke rehabilitation)

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Classification of ExergamesBy hardware:1. Console/PC game2. Mobile game (smartphone, tablet)3. Specialised hardware (many gym games)By display device:1. Monitor (non-immersive VR)2. Head-mounted display / CAVE (immersive VR)3. Mobile phone / tablet display

36=729 categories (111111 to 333333)Group 1: 111111 Home‐based consoleGroup 2: 3{2/3}{1/2}{1/2}23 Fitness appsGroup 2’: 332123 Mobile AR gamesGroup 3: 213{2/3}{1/3}{1/2} Gym games

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Group 1: Home‐based Console GamesUse motion sensing devices, synchronous exercise data use, home-based: E.g. Dance Dance Revolution, Wii & Wii Fit games, Kinect & PlayStation Move games

Physical activity is a side effect of game playOften easy to cheatUsually limited exercise intensityLimited content (often get quickly boring)No targeted health outcomes

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Group 2: Fitness Apps & Mobile GamesFitness apps using games / gamification: motion sensing devices/GPS, often asynchronous / disconnected exercise data use, gym/outdoor: E.g. Zombie Run!, Fitbit games (Weekend Warrior, FitRPG), Burn your fat with me etc.

Exercise often not part of game play, but exercise results and/or user’s vital signs are used to control game play (e.g. virtual awards, buying virtual goods, or gaining new abilities in VE; interaction with avatar or other players)

Often promote social interactionGame play for motivation – often targeted towards users

already intrinsically motivated

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Mobile (AR) games: location sensing, disconnected exercise data, outdoor: e.g. Pokemon GO, Ingress

Physical activity is a side effect of game play and in many cases not necessary

Imprecise recording of physical activityExploit numerous game psychology concepts: e.g.

“Pokemon GO” uses: nostalgia, collection, social aspects, competition, virtual awards, etc.

Group 2’: Mobile AR Games

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Games for exercise equipment, synchronous data use, usually gym/lab-based

Exercise is main activity - game play for motivation / enjoyment / dissociation

Good tracking of exercise performanceCan integrate cognitive training, easier to promote self

efficacy and address psychological issues (e.g. poor body image)

Group 3: Gym \ Lab Games

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• Market is getting increasingly crowded• Too much hype, little substance• No or poorly validated assessment• Need to differentiate and get exposure

1. Exergames with scientific basis (and ideally validation of their effectiveness) 

2. Exergames offering novel experiences3. Exergames offering novel forms of training4. Gamification of exercises5. “Exercisification” of games

Market State & Trends

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Target group• Users already motivated to improve their health• Healthcare providers (Government and Community organisations)• Prepared to pay money, but want to see evidence that money well 

spend

Opportunities1. Specific clinical applications, e.g. stroke                                                              

rehabilitation – often with specialised hardware2. Mass market – especially non‐traditional users groups (e.g. elderly)            

… but need validation: brain games companies accused of exploiting anxiety about memory loss

1. Exergames with scientific basis

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Target group• Users already motivated to improve their health• Commercial vendors (e.g. gyms)

Opportunities1. Develop consumer‐level exergaming hardware

e.g. VIRZoom offers VR bike for 400 US$

2. Develop novel interaction devices and                                                            games e.g. MusicGlove(1st FDA‐approved hand rehabilitation                                                                device combining music and gaming)

2. Exergames offering novel experiences

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Target group• Consumers, Gyms, Healthcare providers

Opportunities1. (Exer)games which change exercise related                                                  

thought, emotion and behaviour2. Exergames achieving transfer effects3. Combining physical and                                                                                 

cognitive training

VR Games very promising,                                                                                          but numerous challenges:‐ Simulation sickness‐ Health and safety‐ Hygiene‐ Latency ‐ Usability etc.

3. Exergames offering novel forms of training

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Target group• Consumers, Gyms, Healthcare providers

Opportunities1. More effective ways to improve motivation (e.g. virtual pets?) 2. Add social dimension3. Make exercises more fun                                                                                     

and reduce repetitive nature                                                                              (e.g. by intelligent use of music)

4. Gamification of exercises

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Problem• Users not interested in exercises, play exergames only for the 

novelty of the game play => often get bored quickly • Use instead block buster games (which have been successful in 

holding long‐term attention) and integrate exercise aspect

Opportunities1. So far only a research subject – what type of games are most 

suitable? How to best integrate exercises? Ideally have common interface for use in many games

5. “Exercisification” of games

© 2016 Paul Ralph15

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• Effect of HMDs on motivation                                                                    and performance

• Effect of different sensory feedback • Effect of different virtual environments• Effect of virtual trainers and ghosting• Effect of competetive vs. collaborative game play• Novel improved game balancing techniques (exertion based 

measures)• Integration of cognitive tests / training• Develop a theoretical model for                                                             

desigining effective exergames• etc.

Novel Research

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6. IMPACT Exergaming Technology

• Want novel type of exergame, which integrates physical AND cognitive training                                                                                          => IMPACT (IMmersive Physical Active Cognitve Training)

• Goal: maximize health benefits, increase motivation, optimise executive functions, transfer effects

• Adapt game play elements to the user’s psychological profile 

• Customizable to the user’s abilities including reduced cognitive load. Promote self‐efficacy by overcoming psychological barriers

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IMPACT Exergaming Technology

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Terrain• Semi‐linear course • Limited branching (easy vs. difficult)• Holes, slopes & potentially missing 

boundary walls• Procedurally generated on the fly

Exergame Design

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Obstacles• Cannonballs shot at player 

– increase resistance– can push player over edge of course– explode eventually and free player

• Bridges– Collision results in loss of life– Duck to avoid collision– Player must duck to avoid collision

• Terrain and obstacles adjusted to reflect game skills

Rewards• Collectable boxes: bonus scores, extra lives, 

temporarily decreased bike resistance

Exergame Design

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Interaction Design• Body motions 

– Pedal, duck, lean left/right• No rotation of view during “steering”

Gameplay vs. Exercise Objectives• Gameplay and exercise difficulty adjusted separately• Gameplay difficulty depends on player's experience & previous 

achievements – adjusted via terrain, obstacles and rewards• Exercise difficulty depends on players fitness –adjusted through changes 

to the baseline resistance and number of ramps• Moderate exercises and interval training encouraged                                                 

by terrain design and minimum speed requirement• Warning message if heart rate too high• Warm up section at start• High score list

Exergame Design

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• Remove ramps to avoid sensor disconnect

• Replace track pits (holes) with sandpits (which slow users down and hence have similar effect as inclining ramps)

• Use textures to add visual complexity and easier perception of relevant game elements

• Use transparencies to reduce occlusion of relevant game elements

Part 3 – Design Improvements 1

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• Don’t allow game termination due to loss of life– Early termination counterproductive to exercise objective & potentially demotivating

– Replace with improved scoring system (e.g. minus points depending on intersection length with sandpit)

• Give more positive feedback                                                                    (sound and visuals, e.g. for avoidance of obstacles)

• Add simple Information visualisations

• Overwrite physics engine if necessary                                                    (no lift off, no getting stuck)

• Changed layout and frequency of obstacles to encourage interval training

• Improved motion tracking using Creative Depth Camera

Part 3 – Design Improvements 2

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Add new functionalties to answer research questions, e.g.:• Effect of different sensory feedback • Effect of different virtual environments• Effect of virtual trainers and ghosting• Effect of competetive vs. collaborative game play• Novel improved game balancing techniques (exertion based 

measures)• Integration of cognitive tests / training• Develop a theoretical model for desigining effective exergames• etc.

Part 3 – Design Improvements 3

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Interface Design Challenges

1. Motion sickness2. Motion tracking3. Health and safety risks4. Appropriate player view5. Feedback latency6. Exercise & HMDs

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The secret of getting ahead is getting started (Mark Twain)


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