Exergame effectiveness: what the numbers can tell us

  • Authors:
  • Anthony Whitehead;Hannah Johnston;Nicole Nixon;Jo Welch

  • Affiliations:
  • Carleton University;Carleton University;Dalhousie University;Dalhousie University

  • Venue:
  • Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
  • Year:
  • 2010

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Abstract

A sedentary lifestyle is linked to many diseases, including diabetes and heart disease, as well as ailments such as obesity, which is becoming the major root cause of early death in most industrialized countries. The advent of the television, computers and videogames has resulted in a more sedentary lifestyle, with more time spent in front of a screen more than ever before. Exergaming is a term used to describe video games that provide encouragement to exercise, particularly for an audience that may be reluctant to engage in the more traditional forms of exercise. Exergames are a commonly accepted method of encouraging more physical activity to promote better health for those with high levels of sedentary screen time. In this work, we survey a number of quantitative exergame studies to define a general set of elements that make exergames effective from a physical standpoint. We also examine the intended audience and the incentive elements necessary for an exergame to meet the needs of its audience. Finally, we examine our own exergame system and how well it performs against commercial systems.