Literature DB >> 26181675

Cultivating Engagement and Enjoyment in Exergames Using Feedback, Challenge, and Rewards.

Elizabeth J Lyons1.   

Abstract

OBJECTIVE: This article reviews theoretical and empirical evidence related to three mechanisms for encouraging enjoyment during exergame play: Feedback, challenge, and rewards.
MATERIALS AND METHODS: A literature search and narrative review were conducted.
RESULTS: Feedback is found in nearly all exergames, and richer, more in-depth feedback is associated with increased activity. Challenge is a vital component of any videogame, and exergames include physical as well as cognitive challenges. Flow states have traditionally been conceptualized as occurring when an optimal match between player skills and game challenge occurs. However, failure and retrial are necessary for feelings of overall satisfaction and fun, despite not necessarily being ideally fun or satisfying themselves. Rewards are a more complicated issue, with significant theoretical and empirical evidence suggesting positive and negative effects of reward systems. How rewards are integrated into the mechanics and storyline of the game likely impacts how they are perceived and, thus, their effectiveness. Finally, integration of these mechanisms into exergames requires specific attention to both cognitive and physical implementations. Movements that are not themselves enjoyable or engaging may lead to cheating and lower energy expenditure.
CONCLUSIONS: Feedback, challenge, and rewards are promising mechanisms by which exergames could become more enjoyable. How these concepts are operationalized can affect physical and psychological reactions to exergames. Attention to these concepts in future exergame development and implementation would benefit theory, research, and practice.

Entities:  

Mesh:

Year:  2014        PMID: 26181675      PMCID: PMC4580142          DOI: 10.1089/g4h.2014.0072

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  18 in total

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Review 5.  Playing for real: video games and stories for health-related behavior change.

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Review 8.  Augmented visual, auditory, haptic, and multimodal feedback in motor learning: a review.

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Review 9.  A systematic review of financial incentives for dietary behavior change.

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  16 in total

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6.  Study Protocol: Does an Acute Intervention of High-Intensity Physical Exercise Followed by a Brain Training Video Game Have Immediate Effects on Brain Activity of Older People During Stroop Task in fMRI?-A Randomized Controlled Trial With Crossover Design.

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7.  Analysis of the applicability and utility of a gamified didactics with exergames at primary schools: Qualitative findings from a natural experiment.

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8.  Technology Integration Methods for Bi-directional Brain-computer Interfaces and XR-based Interventions.

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9.  Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis.

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10.  Motor Improvement in Adolescents Affected by Ataxia Secondary to Acquired Brain Injury: A Pilot Study.

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