Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play 2015
DOI: 10.1145/2793107.2793122
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Designing for Exertion

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Cited by 42 publications
(5 citation statements)
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“…While biofeedback has been studied in multiple contexts, whether it be exergames (Ketcheson et al 2015), video games (da Silva et al 2014) or self-efficacy (Weerdmeester et al 2017), very few studies have been conducted looking at the effects of voluntary biofeedback control on user experience in VR. This experiment was designed to study how a voluntary control of heart rate could affect user engagement and the sense of agency in VR.…”
Section: Discussionmentioning
confidence: 99%
“…While biofeedback has been studied in multiple contexts, whether it be exergames (Ketcheson et al 2015), video games (da Silva et al 2014) or self-efficacy (Weerdmeester et al 2017), very few studies have been conducted looking at the effects of voluntary biofeedback control on user experience in VR. This experiment was designed to study how a voluntary control of heart rate could affect user engagement and the sense of agency in VR.…”
Section: Discussionmentioning
confidence: 99%
“…Research into how heart rate based power-ups in exergames can improve exertion noted a positive on player input when present with heart rate related mechanics along with improved engagement with the gaming experience [25]. Their presented research did use wearable sensors that were also accompanied by other exercise specifc equipment.…”
Section: B Exergamesmentioning
confidence: 99%
“…Field size manipulations (environment) have found their way in Sports ITech applications (Altimira et al, 2016; The version of record is available at: http://dx.doi.org/10.1561/1100000087 Postma et al, 2019); virtual reality and augmented reality are being employed to present players with novel contexts (environment) (Kosmalla et al, 2017b;Baudisch et al, 2014); implements are introduced (environment) to allow novel training regimens (e.g. Fogtmann et al, 2011;Jensen et al, 2014a;Jensen et al, 2015b;Andres et al, 2018;Mueller and Muirhead, 2015;Nitta et al, 2015;Chi et al, 2004;Graaf et al, 2009); community learning and sharing of acrobatic moves and locations are supported for Parkour (task) (Waern et al, 2012); heart rate is being employed to shape behaviour (organism) (Ketcheson et al, 2015;Mueller and Walmink, 2013;Mueller et al, 2010b;Nenonen et al, 2007;Walmink et al, 2014;Stach et al, 2009); player capacities and action possibilities are modified within interactive games Graf et al, 2019) and player intentions (organism) are being influenced through steering techniques like enticement (Delden et al, 2017); see also Section 3.3.2. Finally, interaction technology is also easily implemented to explicitly influence task goals (Fogtmann et al, 2011;Kajastila et al, 2016;Kajastila and Hämäläinen, 2014) (task).…”
Section: Rulesmentioning
confidence: 99%