Chan Gerry, Arya Ali, Orji Rita, Zhao Zhao
Carleton School of Information Technology, Carleton University, Ottawa, ON, Canada.
Faculty of Computer Science, Dalhousie University, Halifax, NS, Canada.
PeerJ Comput Sci. 2019 Nov 4;5:e230. doi: 10.7717/peerj-cs.230. eCollection 2019.
Exergames have attracted the interest of academics, practitioners, and designers, in domains as diverse as health, human-computer interaction, psychology, and information technology. This is primarily because exergames can make the exercise experience more enjoyable and entertaining, and in turn, can increase exercise levels. Despite the many benefits of exergames, they suffer from retention problems. Thus, the objective of this article was to review theories and game elements that have been empirically examined or employed in an attempt to make exergames more motivating so people engage in sustained physical activity (duration of physical activity) in a repeating pattern over time (frequency of physical activity).
A literature search and narrative review were conducted.
Five major theories and elements were prevalent in the exergaming literature: (1) self-determination theory, (2) gamification, (3) competition and cooperation, (4) situational interest, and (5) social interaction. These theories and elements are important for encouraging long-term play and show promise for designing exergames to promote sustained engagement and motivate physical activity. We discuss their strengths and weaknesses throughout the paper.
The long-term effectiveness of exergame interventions is unclear mainly because of the limited amount of long-term studies. Better metrics are also needed to evaluate this effectiveness. We also identified particular attention to social factors and group dynamics, such as multi-player exergames and more effective player matchmaking strategies for increasing social connectedness, as a key area of future research.
运动游戏在健康、人机交互、心理学和信息技术等多个领域引起了学者、从业者和设计师的关注。这主要是因为运动游戏可以使锻炼体验更有趣和娱乐化,进而可以提高锻炼水平。尽管运动游戏有诸多益处,但它们存在留存问题。因此,本文的目的是回顾那些经过实证检验或应用的理论和游戏元素,试图使运动游戏更具激励性,从而让人们随着时间以重复模式进行持续的体育活动(体育活动时长)(体育活动频率)。
进行了文献检索和叙述性综述。
运动游戏文献中普遍存在五个主要理论和元素:(1)自我决定理论,(2)游戏化,(3)竞争与合作,(4)情境兴趣,(5)社会互动。这些理论和元素对于鼓励长期参与游戏很重要,并且在设计运动游戏以促进持续参与和激发体育活动方面显示出前景。我们在整篇论文中讨论了它们的优缺点。
运动游戏干预的长期有效性尚不清楚,主要是因为长期研究数量有限。还需要更好的指标来评估这种有效性。我们还确定,特别关注社会因素和群体动态,如多人运动游戏以及用于增强社会联系的更有效的玩家匹配策略,是未来研究的一个关键领域。