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Exergame development using the dual flow model

Published: 17 December 2009 Publication History

Abstract

Exergaming, the merger of exercise and video games, tries to use the engaging experience of playing a video game to help people achieve their exercise requirements. To guide the design of such games the dual flow model, an extension of the theory of flow to both mental and physical experience, has been proposed. This paper presents the development of an exergame system designed to demonstrate the validity of the dual flow model, along with initial results from a pilot trial. The results show that such a game system can be used to deliver the required exercise across a range of participants.

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Cited By

View all
  • (2024)How should robots exercise with people? Robot-mediated exergames win with music, social analogues, and gameplay clarityFrontiers in Robotics and AI10.3389/frobt.2023.115583710Online publication date: 12-Jan-2024
  • (2024)Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental StudyJMIR Serious Games10.2196/5590512(e55905)Online publication date: 26-Aug-2024
  • (2024)LightSword: A Customized Virtual Reality Exergame for Long-Term Cognitive Inhibition Training in Older AdultsProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642187(1-17)Online publication date: 11-May-2024
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Reviews

John M. Artz

Flow is a psychological theory of optimal experience developed by Mihaly Csikszentmihalyi. It suggests that optimal experience comes from pursuing activities that have clear goals and clear feedback. The activities must be both challenging and achievable. Applying this theory to video games is not new, but Sinclair, Hingston, and Masek take it a step further: they develop a dual flow model and apply it to exergames-video games in which exercise is a component. Most people are aware of Nintendo Wii, a game system that provides a wide variety of exergames. The dual flow model considers two dimensions of flow activities: psychological activities, in which the goal is to improve in skill, and physiological activities, in which the goal is to improve in fitness. So far, this looks very promising. Next, the authors test the idea by developing a prototype of a game that uses an exercise bike as a controller. It is unclear whether their goal is research or the prototype, as more effort goes into explaining their prototype than explaining the connections between theory and their test. The authors conduct a single test that provides verbal feedback; it is hard to know what to make of this. The dual flow model looks very promising for exergame research. Hopefully, the authors will continue their work with a more critical eye toward research. Online Computing Reviews Service

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cover image ACM Other conferences
IE '09: Proceedings of the Sixth Australasian Conference on Interactive Entertainment
December 2009
98 pages
ISBN:9781450300100
DOI:10.1145/1746050
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • University of New South Wales
  • University of Technology Sydney

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Published: 17 December 2009

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Cited By

View all
  • (2024)How should robots exercise with people? Robot-mediated exergames win with music, social analogues, and gameplay clarityFrontiers in Robotics and AI10.3389/frobt.2023.115583710Online publication date: 12-Jan-2024
  • (2024)Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental StudyJMIR Serious Games10.2196/5590512(e55905)Online publication date: 26-Aug-2024
  • (2024)LightSword: A Customized Virtual Reality Exergame for Long-Term Cognitive Inhibition Training in Older AdultsProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642187(1-17)Online publication date: 11-May-2024
  • (2024)Player Experience, Design and ResearchEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_418(1403-1409)Online publication date: 5-Jan-2024
  • (2023)Emotional Virtual Characters for Improving Motivation and Performance in VR ExergamesProceedings of the ACM on Human-Computer Interaction10.1145/36110637:CHI PLAY(1115-1135)Online publication date: 4-Oct-2023
  • (2023)Dragon Hunter: Loss Aversion for Increasing Physical Activity in AR ExergamesProceedings of the 2023 Australasian Computer Science Week10.1145/3579375.3579403(212-221)Online publication date: 30-Jan-2023
  • (2023)Using MediaPipe Machine Learning to Design Casual Exertion Games to Interrupt Prolonged Sedentary LifestyleHCI in Games10.1007/978-3-031-35930-9_16(237-251)Online publication date: 9-Jul-2023
  • (2023)Development and Validation of a Mixed Reality Exergaming Platform for Fitness Training of Older AdultsEveryday Virtual and Augmented Reality10.1007/978-3-031-05804-2_5(119-145)Online publication date: 19-Feb-2023
  • (2022)Development of a Novel Home-Based Exergame with On-body Feedback: A Usability Study (Preprint)JMIR Serious Games10.2196/38703Online publication date: 28-Apr-2022
  • (2022)Immersive Virtual Reality Exergames for Persons Living With Dementia: User-Centered Design Study as a Multistakeholder Team During the COVID-19 PandemicJMIR Serious Games10.2196/2998710:1(e29987)Online publication date: 19-Jan-2022
  • Show More Cited By

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