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Thighrim and Calf-Life: A Study of the Conversion of Off-the-Shelf Video Games into Exergames

Published: 07 May 2016 Publication History

Abstract

Exergames are a fun and engaging way to participate in physical activity. Exergame users consistently require new content to maintain interest in the activity. One way to provide users with high quality content with minimal development work is to convert existing off-the-shelf digital games into exergames by using the game's "modding" interface. To explore the potential of converted exergames for inspiring high exertion levels we performed a conversion on two popular games: Half-Life 2 and The Elder Scrolls V: Skyrim. The conversions were performed in two stages. The first stage mimics existing conversion techniques and a second stage provides added incentive for players to reach higher exertion levels. A study of 18 participants found that the resulting games support anti-sedentary levels of exertion while falling slightly below national recommendations for cardiovascular exercise. Adding exercise to the games did not affect players' enjoyment.

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  • (2020)Gaming Insight: Conversion of Popular Sedentary Games into Motion-Based FormInternational Journal of Human–Computer Interaction10.1080/10447318.2020.172659736:13(1205-1215)Online publication date: 19-Feb-2020
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  1. Thighrim and Calf-Life: A Study of the Conversion of Off-the-Shelf Video Games into Exergames

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    cover image ACM Conferences
    CHI '16: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems
    May 2016
    6108 pages
    ISBN:9781450333627
    DOI:10.1145/2858036
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    Publication History

    Published: 07 May 2016

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    Author Tags

    1. active video game
    2. exergame
    3. video game design

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    • Research-article

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    • Natural Sciences and Engineering Research Council of Canada

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    CHI'16
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    CHI'16: CHI Conference on Human Factors in Computing Systems
    May 7 - 12, 2016
    California, San Jose, USA

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    CHI '16 Paper Acceptance Rate 565 of 2,435 submissions, 23%;
    Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

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    April 26 - May 1, 2025
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    Cited By

    View all
    • (2021)Inferring Motion Direction with Wi-FiSmart Wireless Sensing10.1007/978-981-16-5658-3_8(157-182)Online publication date: 28-Oct-2021
    • (2020)Gaming Insight: Conversion of Popular Sedentary Games into Motion-Based FormInternational Journal of Human–Computer Interaction10.1080/10447318.2020.172659736:13(1205-1215)Online publication date: 19-Feb-2020
    • (2018)Closing the Loop in Exergaming - Health Benefits of Biocybernetic Adaptation in Senior AdultsProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play10.1145/3242671.3242673(329-339)Online publication date: 23-Oct-2018
    • (2018)Documenting trajectories in design spaceProceedings of the 13th International Conference on the Foundations of Digital Games10.1145/3235765.3235767(1-10)Online publication date: 7-Aug-2018
    • (2018)Designing Augmented Sports: Merging Physical Sports and Virtual World Game ConceptHuman Interface and the Management of Information. Interaction, Visualization, and Analytics10.1007/978-3-319-92043-6_34(403-414)Online publication date: 7-Jun-2018
    • (2017)Insights of the augmented dodgeball game design and play testProceedings of the 8th Augmented Human International Conference10.1145/3041164.3041181(1-10)Online publication date: 16-Mar-2017
    • (2017)Inferring Motion Direction using Commodity Wi-Fi for Interactive ExergamesProceedings of the 2017 CHI Conference on Human Factors in Computing Systems10.1145/3025453.3025678(1961-1972)Online publication date: 2-May-2017
    • (2016)Using Positive or Negative Reinforcement in Neurofeedback Games for Training Self-RegulationProceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play10.1145/2967934.2968085(186-198)Online publication date: 16-Oct-2016
    • (2016)Developing Compelling Repetitive-Motion Exergames by Balancing Player Agency with the Constraints of ExerciseProceedings of the 2016 ACM Conference on Designing Interactive Systems10.1145/2901790.2901824(911-923)Online publication date: 4-Jun-2016

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