Friday, July 17, 2009

Important Aspects of Exergames, July 17, 2009

What do you think are the 5 most important things in an exergame and why? What do you think are the 5 worst things in an exergame and why?

7 comments:

  1. Miley G.

    5 best: 1) a point—there needs to be a point to the movements, or players will get bored right away. For example, players need to understand the move(s), like what muscle(s) it is working out (this can be as simple as just feeling the muscle being worked out). 2) various fitness/challenge levels in order to address all players, as well as adjust as the players begin to improve their fitness. 3) Fun— the movements needs to be masked behind something fun, like a task, game, cool music, etc. 4) The games ability to let players get in and out fast. Exergames should not be too complex, because they are not intended to be played for 5 hours in a row (well I don't think they are)...and if they are created like that, I don't think people would play them. 5) Variety!

    5 worst: 1) Too much repitition! It seems like things are getting better in the exergaming realm, but I still feel like too many of the moves are exactly like the moves of a completely different activity. For example, I feel like rowing is the same exact movement of walking on logs, racing in a go-cart, etc. This will probably keep getting better as the technology that detects the players' movement gets better. 2) Not enough different levels. I didn't master any of the Learning Lab's exergames, but I certainly felt as though I had already reached the highest level possible without even doing much. 3) No guidance as to where you need to click next in order to go to the next level. There should be some indication, like arrows, footsteps, numbers, or text that alerts players where they need to go. 4) When the players' movements don't actually feel like they are in synch with the movements in the game (the jump rope game). 5) When games call for way too many controllers. There has to be a limit on how much money is spent, and how many gadgets and controllers are needed just to play an exergame, otherwise it is a matter of whether or not you have the latest and greatest remote, instead of the actual exergaming part.

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  2. Gil
    Most Important thing in an exergame
    1-Today's young people seem to be connecting with today's modern technology
    2-People are motivated and learned differently and using exergame is one method
    3-The variety of exergames from music, sports, to physical fitness and be able to come up with a exergame with groups
    4-Being able to use exergame as a resource in the community and schools
    5-The Game lab and it's setting is wonderful with the different screens (TV, Computers, Projectors) and rooms to be able to try a wide range of exergames. Plus the expertise of the workers. They are very knowledgeable and helpful.

    Worst things in exergame
    1-New equipment must be purchased in order to keep up to date with newer versions.
    2-The injury rate of constantly playing exergames. It is my understanding that research is being done around injuries that may have been caused by playing exergames. For example, players of Wii tennis starting to have tennis elbow.
    3-For me personally, the lack of or inexperience of playing exergames and using the equipment (wiimote). It was and can be frustrating at times.
    4-Not having the links to games on the internet to be able to utilize these games in a different setting, for example at home.
    5-Lack of explanation on the use of game controllers and the purpose of the games. I had plenty of trail and error and once I finally figured it out time was up to move into another area.

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  3. Nicole
    I think the 5 most important things in an exergame is the group / family time, fitness, group goals, active, the fun you get out of exercising. Theses are great games to play together as well as increase family health awarness as well as all health awareness The 5 worst things in an exergame is the actual movement is a little off using the Wii, the addiction of the game, the price of the games, how you can get away with not doing the right moves on the game, and the actual calorie counter is a little of especially when you dont do the moves the right way. Some of these can be a problem just because they are not accurate and can cause the game to be thrown off.

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  4. Joe Smith

    5 important features in an exergame and 2 suggestions to remove pet peeves = 7 in all.

    1. Easy to comprehend the objectives and controls because that can hook the player instantly. A good first impression.

    2. Tutorials about what is to come because that gives the newbie an opportunity to learn about the game and where it make take the player.

    3. Relevant health information that educates and allows the player to put into practice during the game because it promotes immediate feedback about what might have been learned.

    4. A community aspect if the player wants to publish, challenge, or work in a group (something like Mafia Wars on Facebook) because many players like to stay connected with players close by or across the world. It helps meet a competitive desire as well as follow through on commitments to self.

    5. Reports about progress because it motivates the player to take small steps to improve a skill, health condition, or speed.

    6. A way to input information that the game can't pick up like blood pressure and pulse or better still to port the reports to the most popular health vaults. This is beyond the 5 but it gets tiring to input health data, let's say into Mayo's health vault and Google's health vault separately and not have the daily exercise ported there too.

    7. An exchange mechanism so that a player can take data from one game and input into another - electronically of course. Again, beyond the 5 and closely related to item 6. Each game keeps asking for the same data - how can they share the data?


    5 worst things in exergames

    1. They don't have a common platform to port data from one game to another because our President and many others believe a single health record can improve health care delivery and monitoring. I agree.

    2. They are not aesthetically designed so that the game can be left in the living room or other common room even when company arrives.

    3. Most are not portable (like the DS machines). We are a mobile society and seldom stay at home for long periods. This would allow continued play even when traveling.

    4. They don't allow email reminders saying, "Hey! I've not seen you since xx/xx/xxxx. I feel lonely. Will you come and play with me?" Sometimes a player gets too busy or in the mood that says, "I will do that tomorrow." Tomorrow turns into a week and weeks turn into years.

    5. Most don't provide instructions about how to avoid injury. For example, the Wii boxing and tennis. No resistance can cause muscle and tendon tears. Some real life martial arts remind the newbie to pull back near the end of a practice jab or kick. Exergames should do the same.

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  5. Kerry
    The 5 most important things in an exergame are
    - movements
    - a variety of fun and engaging activities
    - motivation to keep coming back and improving
    - levels of difficulty as players advance in fitness
    - easy to use controllers that effectively measure correct and incorrect movements

    The 5 worst things in an exergame are
    - boring repetitive exercises because people will stop doing them
    - lack the characteristics of a game. If you wanted to do a regular exercise routine, there are plenty of other options
    - too much time spent clicking on screen stuff. If you spend time clicking after every 1-2 minute activity, you lose rhythm. I'd rather 30 minute set up a set at the beginning.
    - bad choice of gaming system. I did not like the yoga or pilates on the Nintendo DS. It is weird to try and do crazy bendy movements while keeping track of the DS and watching the tiny screen.
    - beginner activities that are too difficult. Not everyone can stand on their head. Also, some of the exergames we used it the lab wouldn't let you move on unless successfully complete the activity. I am ok with failing, but for an exergame, I don't think you should get stuck on any one activity for too long.

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  6. Laura
    I feel that the 5 most important things in an exergame would be: 1. It should be educational. I like to learn something new or recall information that I already know. 2. It should be fun to play. 3. It should keep the player interested in the game so they don't want to quit playing the game. 3.It should have cool sounds. I like games that have noisy effects/sounds. I'm not sure why, but I think the sounds really add to the excitement of the game. 4. It should incorporate movement. What a great way to keep physically fit! and 5. It should have a control that is easy for the player to use. I prefer the Wii games because you can purchase different remotes, numchucks, adventure pads, joy sticks, skateboards, etc to go with the game so you will always have a different way to play the game.

    The 5 worst things in an exergame would be: 1. A exergame that does not incorporate movement. I suppose it wouldn't be an exergame now, would it? 2. An exergame that has no sound. How fun would that be? 3. An exergame that is boring or not very exciting to play. Too many players would lose interest in the game. 4. An exergame that has a standard remote. I like the fact that exergames keep the player moving. Therefore, an exergame that makes the player sit in front of the television set like a zombee just pressing a button would not be good for me. 5. An exergame should have attractive graphics as well as neat characters to choose from. It is great to decide to be an animal, a monster, a funny looking human, or even choose a character that resembles yourself.

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  7. Dawn
    - 5 most important things in an exergame: 1) the physical activity needed to play the game, 2) ability to be competitive (with most games) which keeps you engaged not only against someone else but with the game itself, 3) variety of games that are available for the different audiences - youth to adult, 4) ability to monitor your physical progress, and 5) ability to engage a whole family in a game.
    - 5 worst things in an exergame: 1) cost associated with each type of controller, 2) opposite end is the huge number of games and trying to figure out which one fits the most of your needs without spending alot of $ buying several different games, 3) Potential for injury associated with using the remotes, 4) Not all controllers really assist in a good way with activity and 5) issue with older people not buying into exergames because they don't relate to the younger generation.
    This experience has been great in being able to try out the games instead of having to purchase some that may not be worth the $ or what you wanted.

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