Insights from Design Processes Used in Developing Exergames

Participation rates in physical activity are low, and with gyms closing and lockdowns becoming a necessary tool to fight the global pandemic, evidence suggests COVID-19 is only exacerbating the issue. People are becoming more sedentary as they stay at home longer and do more home office work. Exerga...

Full description

Saved in:
Bibliographic Details
Published in:European conference on games based learning pp. 490 - XVIII
Main Authors: Lund, Alexander Hvidbjerg Kjær, Sørensen, Amalie Finnemannn, Elbæk, Lars, Kaos, Maximus D
Format: Conference Proceeding
Language:English
Published: Reading Academic Conferences International Limited 01.09.2021
Subjects:
ISSN:2049-0992, 2049-100X
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
Abstract Participation rates in physical activity are low, and with gyms closing and lockdowns becoming a necessary tool to fight the global pandemic, evidence suggests COVID-19 is only exacerbating the issue. People are becoming more sedentary as they stay at home longer and do more home office work. Exergames-games that require physical exertion to play-hold promise to combat sedentary behaviours, since they are typically inexpensive and can be played at home. Despite their potential to motivate people to move, it is challenging to design exergames because they must strike a balance between exercise and play. Current research in exergames provides some advice and guidelines on best practices for developing movement-based games. But, to date little attention has been given to the design processes that lead to the development of these guidelines. This paper aims to fill this gap by contributing 1) an in-depth discussion of and insights gained from the design process used when developing an exergame and 2) a novel movement-based method used in the development of a virtual reality (VR) exergame-VR bodystorming. We illustrate these methods through the development of Diverging Squash (DS), a novel VR squash game. We reveal insights throughout the entire design process from the beginning stages using brainstorming to focus on players' needs and motivation for physical activity, to using exertion cards for framing the game's primary elements. Exertion cards, for example, aided in our decision to gradually increase the difficulty of the game during play. We further demonstrate how our novel VR bodystorming method, or bodystorming in a virtual environment while wearing a VR headset, can be a useful tool for designers. For instance, during a VR bodystorming session, we practiced holding a virtual paddle in the VR environment in different ways. Insights from the way it was being held in VR led to adjustments to the way the paddle should be gripped, and the force needed to hit the ball. We conclude with key takeaways that give designers a view into how design methods for exergames are applied in practice and, thus, how they can be used in their own work.
AbstractList Participation rates in physical activity are low, and with gyms closing and lockdowns becoming a necessary tool to fight the global pandemic, evidence suggests COVID-19 is only exacerbating the issue. People are becoming more sedentary as they stay at home longer and do more home office work. Exergames-games that require physical exertion to play-hold promise to combat sedentary behaviours, since they are typically inexpensive and can be played at home. Despite their potential to motivate people to move, it is challenging to design exergames because they must strike a balance between exercise and play. Current research in exergames provides some advice and guidelines on best practices for developing movement-based games. But, to date little attention has been given to the design processes that lead to the development of these guidelines. This paper aims to fill this gap by contributing 1) an in-depth discussion of and insights gained from the design process used when developing an exergame and 2) a novel movement-based method used in the development of a virtual reality (VR) exergame-VR bodystorming. We illustrate these methods through the development of Diverging Squash (DS), a novel VR squash game. We reveal insights throughout the entire design process from the beginning stages using brainstorming to focus on players' needs and motivation for physical activity, to using exertion cards for framing the game's primary elements. Exertion cards, for example, aided in our decision to gradually increase the difficulty of the game during play. We further demonstrate how our novel VR bodystorming method, or bodystorming in a virtual environment while wearing a VR headset, can be a useful tool for designers. For instance, during a VR bodystorming session, we practiced holding a virtual paddle in the VR environment in different ways. Insights from the way it was being held in VR led to adjustments to the way the paddle should be gripped, and the force needed to hit the ball. We conclude with key takeaways that give designers a view into how design methods for exergames are applied in practice and, thus, how they can be used in their own work.
Author Sørensen, Amalie Finnemannn
Lund, Alexander Hvidbjerg Kjær
Elbæk, Lars
Kaos, Maximus D
Author_xml – sequence: 1
  givenname: Alexander
  surname: Lund
  middlename: Hvidbjerg Kjær
  fullname: Lund, Alexander Hvidbjerg Kjær
– sequence: 2
  givenname: Amalie
  surname: Sørensen
  middlename: Finnemannn
  fullname: Sørensen, Amalie Finnemannn
– sequence: 3
  givenname: Lars
  surname: Elbæk
  fullname: Elbæk, Lars
– sequence: 4
  givenname: Maximus
  surname: Kaos
  middlename: D
  fullname: Kaos, Maximus D
BookMark eNotjcFKw0AURQepYK1d-QMB14nvvZlMZnCltdZCQBcW3JUkfRNT2knMpOLnG7Crew8Xzr0WE996FuIWIZEKLdyvnvKEMEGgCzElUDZGgM_JuYO1dCXmIewBACEjIjUVD2sfmvprCJHr22P0zCP56L1vKw6BQ7QJvIsaPw4_fGi7xtfR8pf7ujhyuBGXrjgEnp9zJjYvy4_Fa5y_rdaLxzzu0MghZnCQAutCli6rCIsdlVpqU1aVRUI2GTqpVelAZkYblRlbANgUXak0paWcibt_b9e33ycOw3bfnno_Xm5JoybKlJTyD32dSfc
ContentType Conference Proceeding
Copyright Copyright Academic Conferences International Limited Sep 2021
Copyright_xml – notice: Copyright Academic Conferences International Limited Sep 2021
DBID 3V.
7XB
8AL
8FE
8FG
8FK
8G5
ABUWG
AFKRA
ARAPS
AZQEC
BENPR
BGLVJ
CCPQU
DWQXO
GNUQQ
GUQSH
HCIFZ
JQ2
K7-
M0N
M2O
MBDVC
P5Z
P62
PHGZM
PHGZT
PKEHL
PQEST
PQGLB
PQQKQ
PQUKI
PRINS
Q9U
DOI 10.34190/GBL.21.102
DatabaseName ProQuest Central (Corporate)
ProQuest Central (purchase pre-March 2016)
Computing Database (Alumni Edition)
ProQuest SciTech Collection
ProQuest Technology Collection
ProQuest Central (Alumni) (purchase pre-March 2016)
ProQuest Research Library
ProQuest Central (Alumni)
ProQuest Central UK/Ireland
Advanced Technologies & Computer Science Collection
ProQuest Central Essentials - QC
ProQuest Central
Technology collection
ProQuest One Community College
ProQuest Central
ProQuest Central Student
ProQuest Research Library
SciTech Premium Collection
ProQuest Computer Science Collection
Computer Science Database
Computing Database
Research Library
Research Library (Corporate)
Advanced Technologies & Aerospace Database
ProQuest Advanced Technologies & Aerospace Collection
Proquest Central Premium
ProQuest One Academic (New)
ProQuest One Academic Middle East (New)
ProQuest One Academic Eastern Edition (DO NOT USE)
ProQuest One Applied & Life Sciences
ProQuest One Academic (retired)
ProQuest One Academic UKI Edition
ProQuest Central China
ProQuest Central Basic
DatabaseTitle Research Library Prep
Computer Science Database
ProQuest Central Student
Technology Collection
ProQuest One Academic Middle East (New)
ProQuest Advanced Technologies & Aerospace Collection
ProQuest Central Essentials
ProQuest Computer Science Collection
ProQuest Central (Alumni Edition)
SciTech Premium Collection
ProQuest One Community College
Research Library (Alumni Edition)
ProQuest Central China
ProQuest Central
ProQuest One Applied & Life Sciences
ProQuest Central Korea
ProQuest Research Library
ProQuest Central (New)
Advanced Technologies & Aerospace Collection
ProQuest Computing
ProQuest Central Basic
ProQuest Computing (Alumni Edition)
ProQuest One Academic Eastern Edition
ProQuest Technology Collection
ProQuest SciTech Collection
Advanced Technologies & Aerospace Database
ProQuest One Academic UKI Edition
ProQuest One Academic
ProQuest One Academic (New)
ProQuest Central (Alumni)
DatabaseTitleList Research Library Prep
Database_xml – sequence: 1
  dbid: BENPR
  name: ProQuest Central
  url: https://www.proquest.com/central
  sourceTypes: Aggregation Database
DeliveryMethod fulltext_linktorsrc
Discipline Education
EISSN 2049-100X
EndPage XVIII
Genre Conference Proceeding
GroupedDBID -W8
3V.
7XB
8AL
8FE
8FG
8FK
8G5
AAHSB
ABUWG
AFKRA
ALMA_UNASSIGNED_HOLDINGS
ARAPS
AZQEC
BENPR
BGLVJ
BPHCQ
CCPQU
DWQXO
EDJ
GNUQQ
GUQSH
HCIFZ
JQ2
K6V
K7-
M0N
M2O
MBDVC
P62
PHGZM
PHGZT
PKEHL
PQEST
PQGLB
PQQKQ
PQUKI
PRINS
PROAC
Q9U
ID FETCH-LOGICAL-p183t-e0f050e6a3bf7c21ad2b6368bcc9121e871f364bf0378684789a00951fb4625b3
IEDL.DBID K7-
ISICitedReferencesCount 2
ISICitedReferencesURI http://www.webofscience.com/api/gateway?GWVersion=2&SrcApp=Summon&SrcAuth=ProQuest&DestLinkType=CitingArticles&DestApp=WOS_CPL&KeyUT=000758457500056&url=https%3A%2F%2Fcvtisr.summon.serialssolutions.com%2F%23%21%2Fsearch%3Fho%3Df%26include.ft.matches%3Dt%26l%3Dnull%26q%3D
ISSN 2049-0992
IngestDate Fri Jul 25 06:47:50 EDT 2025
IsPeerReviewed false
IsScholarly false
Language English
LinkModel DirectLink
MergedId FETCHMERGED-LOGICAL-p183t-e0f050e6a3bf7c21ad2b6368bcc9121e871f364bf0378684789a00951fb4625b3
Notes ObjectType-Conference Proceeding-1
SourceType-Conference Papers & Proceedings-1
content type line 21
PQID 2616227433
PQPubID 396495
ParticipantIDs proquest_journals_2616227433
PublicationCentury 2000
PublicationDate 20210901
PublicationDateYYYYMMDD 2021-09-01
PublicationDate_xml – month: 09
  year: 2021
  text: 20210901
  day: 01
PublicationDecade 2020
PublicationPlace Reading
PublicationPlace_xml – name: Reading
PublicationTitle European conference on games based learning
PublicationYear 2021
Publisher Academic Conferences International Limited
Publisher_xml – name: Academic Conferences International Limited
SSID ssj0001072224
Score 1.7834947
Snippet Participation rates in physical activity are low, and with gyms closing and lockdowns becoming a necessary tool to fight the global pandemic, evidence suggests...
SourceID proquest
SourceType Aggregation Database
StartPage 490
SubjectTerms Best practice
Cards
Computer & video games
Coronaviruses
COVID-19
Design techniques
Designers
Exercise
Games
Guidelines
Medical research
Methods
Physical exercise
Physical fitness
Social distancing
Virtual environments
Virtual reality
Title Insights from Design Processes Used in Developing Exergames
URI https://www.proquest.com/docview/2616227433
WOSCitedRecordID wos000758457500056&url=https%3A%2F%2Fcvtisr.summon.serialssolutions.com%2F%23%21%2Fsearch%3Fho%3Df%26include.ft.matches%3Dt%26l%3Dnull%26q%3D
hasFullText 1
inHoldings 1
isFullTextHit
isPrint
link http://cvtisr.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwpV09T8MwELWgZWDiq4iPUnlgNU1sx07EgFTaAgJKhKhUsVSJY6MuaakL4udzDm47ILGweHEGy47v3rt750PovAjBKvJcEZ3EBeEAkUkmM0WkAWzOhNQRL6pmE3IwiEejJPUBN-tllUubWBnqYqpcjLwNSF9QoFCMXc3eiesa5bKrvoXGJqqHlIbuP7-XZB1jCSS4P5dYpgCECYAh-lOi5x4xC9o3nYcLGrrHC34Z4sq79Hf-u65d1FgX7uF05ZL20IYu911jZi_iOECXd6V1dNxiV1eCu5V-A_tqAW3x0OoCT0rcXdVS4d6Xnr85LW0DDfu9l-tb4vsnkBlc1AXRgQmiQIuM5UYqGmYFzQUTca5UEtJQA1cyTPDcBEzGAtxUnGQV5DI5B1qUs0NUK6elPkJYCCNUrDIu4LvEJStjybWRTBWGAyc8Rs3l7oz9JbDj9dac_D19irapk4pU0q0mqi3mH_oMbanPxcTOW6je6Q3S51Z1tjA-0icY0-j1GwZwq_s
linkProvider ProQuest
linkToHtml http://cvtisr.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMw1V1LTwIxEG4QTfTkC-MDtQc9Vnbb0u7GGBMFhICEAyTEC-52W8NlQRZff8rf6HRZ4GDijYPn3WzSnXbm-2bm6yB0EbngFXmoiPa9iHCAyCSQgSLSADZnQuoyj9JhE7Ld9vp9v5ND33MtjG2rnPvE1FFHI2Vz5CVA-oIChWLsdvxK7NQoW12dj9CYbYum_voAypbcNCpg30tKa9XufZ1kUwXIGLbvlGjHOGVHi4CFRirqBhENBRNeqJTvUlcDgzBM8NA4THoCnLfnBykQMSEHshAy-O4aWuccyBKcn075aZnTcSSEW1vIpgC8CYAvOpME2kvTnNLDXeuKuvayhF-OP41mte3_9h92UGEpTMSdRcjdRTkd79nB01mTyj66bsSJTTck2OpmcCXtT8GZGkInuJfoCA9jXFloxXD1U09ebK9wAfVWsoIDlI9HsT5EWAgjlKcCLuA93xZjPcm1kUxFhgPnPULFuTUG2SFPBktTHP_9-Bxt1ruPrUGr0W6eoC1q22LSNrUiyk8nb_oUbaj36TCZnKX7CaPnVRvuB2fBA-Q
openUrl ctx_ver=Z39.88-2004&ctx_enc=info%3Aofi%2Fenc%3AUTF-8&rfr_id=info%3Asid%2Fsummon.serialssolutions.com&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=proceeding&rft.title=European+conference+on+games+based+learning&rft.atitle=Insights+from+Design+Processes+Used+in+Developing+Exergames&rft.au=Lund%2C+Alexander+Hvidbjerg+Kj%C3%A6r&rft.au=S%C3%B8rensen%2C+Amalie+Finnemannn&rft.au=Elb%C3%A6k%2C+Lars&rft.au=Kaos%2C+Maximus+D&rft.date=2021-09-01&rft.pub=Academic+Conferences+International+Limited&rft.issn=2049-0992&rft.eissn=2049-100X&rft.spage=490&rft.epage=XVIII&rft_id=info:doi/10.34190%2FGBL.21.102
thumbnail_l http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/lc.gif&issn=2049-0992&client=summon
thumbnail_m http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/mc.gif&issn=2049-0992&client=summon
thumbnail_s http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/sc.gif&issn=2049-0992&client=summon