Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat 2008
DOI: 10.1145/1517744.1517772
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Taxonomy of exertion games

Abstract: A new set of computationally-augmented games have emerged recently that require the user to move their body. These exertion games are believed to contribute to social, mental and in particular, physical benefits, marking a change in how we perceive computer gaming. However, although these games are a commercial success, research is lacking a theoretical understanding how to analyse existing and guide future designs. We present initial investigations towards a taxonomy of such exertion games with a focus on soc… Show more

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Cited by 146 publications
(70 citation statements)
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References 13 publications
(11 reference statements)
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“…We decided to study an exertion-based, competitive, non-parallel game where an athlete's performance is highly dependent on how the opponent allows him or her to play [10]. We decided to evaluate the sport of table tennis and a digital counterpart (Wii Table Tennis from the Wii Sports Resort game) [19] because they provide different game interactions.…”
Section: Studymentioning
confidence: 99%
“…We decided to study an exertion-based, competitive, non-parallel game where an athlete's performance is highly dependent on how the opponent allows him or her to play [10]. We decided to evaluate the sport of table tennis and a digital counterpart (Wii Table Tennis from the Wii Sports Resort game) [19] because they provide different game interactions.…”
Section: Studymentioning
confidence: 99%
“…Exertion games, exercise games or exergames, are games in which the player must exercise in order to play the game [47]. Exertion games are often designed as motivational systems to encourage people to exercise, and thus to improve their health.…”
Section: Introductionmentioning
confidence: 99%
“…The first author of this paper was part of an international research collaboration with the Exertion Games Lab (XGL) at RMIT University, Australia. That research group was designing and studying computing technology games that encourage vigorous physical activity resulting in physical fatigue, as usually happens with real-world sports (Mueller, Gibbs, & Vetere, 2008). These types of games have been called exergames (Sinclair, Hingston, & Masek, 2007) and exertion games (Mueller, Agamanolis, & Picard, 2003).…”
Section: Background Of Each Design Casementioning
confidence: 99%
“…Such games provide a number of advantages, from obvious physical rewards to social (Mueller et al, 2008) and cognitive benefits (Gao & Mandryk, 2012). These perks have been associated with vigorous physical activity (Mueller et al, 2003) and the "casual" aspect of these games that, according to Gao and Mandryk (2011, p. 36), motivate players "to exercise at a moderate intensity for short periods of play" and provide benefits associated with frequent bursts of moderate-intensity activity (Gao & Mandryk, 2011.…”
Section: Background Of Each Design Casementioning
confidence: 99%