GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Digital game design for elderly users
Future Play '07 Proceedings of the 2007 conference on Future Play
Using games to increase exercise motivation
Future Play '07 Proceedings of the 2007 conference on Future Play
People, places, and play: player experience in a socio-spatial context
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts
Neo-immersion: awareness and engagement in gameplay
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Design of an exergaming station for children with cerebral palsy
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 4th Mexican Conference on Human-Computer Interaction
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This paper examines fitness videogames (exergames) and factors surrounding their adoption by novice users over 40, first through a literature review and then by discussing a pilot study. Digital games have been promoted as a way to reduce the barriers to embracing an ongoing exercise program. However, understanding the game's instructions also affects a novice player's gameplay experience. In the pilot study, reactions of novice players to two commercially available games with exertive interfaces were systematically analyzed so obstacles to communication between players and software could be identified. The social affordances of game design for adults over 40 are also discussed in order to develop protocols for a larger study analyzing how digital games can be used to sustain exercise adherence over time.