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利用反馈、挑战和奖励在运动游戏中培养参与度和乐趣。

Cultivating Engagement and Enjoyment in Exergames Using Feedback, Challenge, and Rewards.

作者信息

Lyons Elizabeth J

机构信息

Institute for Translational Sciences, University of Texas Medical Branch , Galveston, Texas.

出版信息

Games Health J. 2015 Feb;4(1):12-8. doi: 10.1089/g4h.2014.0072. Epub 2014 Oct 20.

Abstract

OBJECTIVE

This article reviews theoretical and empirical evidence related to three mechanisms for encouraging enjoyment during exergame play: Feedback, challenge, and rewards.

MATERIALS AND METHODS

A literature search and narrative review were conducted.

RESULTS

Feedback is found in nearly all exergames, and richer, more in-depth feedback is associated with increased activity. Challenge is a vital component of any videogame, and exergames include physical as well as cognitive challenges. Flow states have traditionally been conceptualized as occurring when an optimal match between player skills and game challenge occurs. However, failure and retrial are necessary for feelings of overall satisfaction and fun, despite not necessarily being ideally fun or satisfying themselves. Rewards are a more complicated issue, with significant theoretical and empirical evidence suggesting positive and negative effects of reward systems. How rewards are integrated into the mechanics and storyline of the game likely impacts how they are perceived and, thus, their effectiveness. Finally, integration of these mechanisms into exergames requires specific attention to both cognitive and physical implementations. Movements that are not themselves enjoyable or engaging may lead to cheating and lower energy expenditure.

CONCLUSIONS

Feedback, challenge, and rewards are promising mechanisms by which exergames could become more enjoyable. How these concepts are operationalized can affect physical and psychological reactions to exergames. Attention to these concepts in future exergame development and implementation would benefit theory, research, and practice.

摘要

目的

本文综述了与在健身游戏中促进乐趣的三种机制相关的理论和实证证据:反馈、挑战和奖励。

材料与方法

进行了文献检索和叙述性综述。

结果

几乎在所有健身游戏中都能找到反馈,更丰富、更深入的反馈与活动增加相关。挑战是任何电子游戏的重要组成部分,健身游戏包括身体和认知挑战。心流状态传统上被概念化为当玩家技能与游戏挑战达到最佳匹配时出现。然而,失败和重试对于总体满意度和乐趣感是必要的,尽管它们本身不一定是理想的有趣或令人满意的。奖励是一个更复杂的问题,有大量理论和实证证据表明奖励系统有积极和消极影响。奖励如何融入游戏机制和故事情节可能会影响它们的被感知方式,进而影响其有效性。最后,将这些机制融入健身游戏需要特别关注认知和身体方面的实施。本身不有趣或不吸引人的动作可能会导致作弊和较低的能量消耗。

结论

反馈、挑战和奖励是使健身游戏更具乐趣的有前景的机制。这些概念的实施方式会影响对健身游戏的身体和心理反应。在未来健身游戏的开发和实施中关注这些概念将有益于理论、研究和实践。

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