Abstract
Exergames offers an exciting avenue for game developers both in terms of heightening the player experience and promoting health-related outcomes. Common to all exergames is the use of movements during gameplay. Previous research has shown that by incorporating movements into gameplay can facilitate the additional enjoyment, immersion, and game challenge of exergames. Balancing the inclusion of movements with the already complex terrain of the game design introduces new challenges that exergame designers need to be aware of, especially in striving for a universally attainable game experience. Consequently, design constraints and attainable game design heuristics need to be understood in light of the exergames’ movement-based nature. This chapter introduces the concept of exergames, what they are, how they vary from one another, and the complicated dynamics that can arise in combining enjoyment with utilitarian purposes behind movements. Thereafter exergames are discussed in relation to the Universal Design perspective and the AGE framework presented in Chap. 2. The purpose of the chapter is to provide you with insights about the unique nature of exergames compared to non-movement-based games and what it can imply in striving toward attainable exergame experiences.
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Notes
- 1.
Situational interest is a multidimensional concept from motivational psychology that comprises five aspects: novelty, challenge, demand for attention, intention to explore, and immediate enjoyment.
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Palmquist, A., Jedel, I., Goethe, O. (2024). Universal Design in Exergames. In: Universal Design in Video Games. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-031-30595-5_9
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