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The use of nudges in exergames to moderate player exertion.

机译:在游戏中使用微动调节玩家的运动强度。

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摘要

Exergames are digital games with a physical exertion component. Exergames can help motivate fitness in people not inclined toward exercise. However, players of exergames sometimes over-exert, risking adverse health effects. These players must be told to slow down, but doing so may distract them from gameplay and diminish their desire to keep exercising.;In this thesis we apply the concept of nudges---indirect suggestions that gently push people toward a desired behaviour---to keeping exergame players from over-exerting. We describe the effective use of nudges through a set of four design principles: natural integration, comprehension, progression, and multiple channels.;We describe two exergames modified to use nudges to persuade players to slow down, and describe the studies evaluating the use of nudges in these games. PlaneGame shows that nudges can be as effective as an explicit textual display to control player over-exertion. Gekku Race demonstrates that nudges are not necessarily effective when players have a strong incentive to over-exert. However, Gekku Race also shows that, even in high-energy games, the power of nudges can be maintained by adding negative consequences to the nudges. We use the term "shove" to describe a nudge using negative consequences to increase its pressure.;We were concerned that making players slow down would damage their immersion---the feeling of being engaged with a game. However, testing showed no loss of immersion through the use of nudges to reduce exertion.;Players reported that the nudges and shoves motivated them to slow down when they were over-exerting, and fit naturally into the games.
机译:Exergames是具有体力消耗成分的数字游戏。 Exergames可以帮助那些不喜欢运动的人提高健身水平。但是,exergames的玩家有时会过度疲劳,有可能对健康造成不利影响。必须告知这些玩家放慢速度,但这样做可能会分散他们的游戏玩法,并削弱他们继续锻炼的欲望。在本论文中,我们应用了轻推的概念-间接建议可以将人们逐渐推向期望的行为- -防止exergame玩家过度劳累。我们通过以下四个设计原则描述了轻推的有效使用:自然整合,理解,进步和多种渠道;我们描述了两种经改良的轻游戏以使用轻推来说服玩家放慢速度,并描述了评估轻击的使用的研究。在这些游戏中轻推。 PlaneGame表明,微调与控制玩家过度运动的显式文本显示一样有效。 Gekku Race证明了,当玩家有强烈的过度运动动机时,微动不一定有效。但是,Gekku Race还表明,即使在高能量游戏中,轻推的力量也可以通过对轻推增加负面影响来保持。我们用“推”一词来形容带有消极后果的微动,以增加其压力。;我们担心让玩家放慢速度会损害他们的沉浸感,即与游戏互动的感觉。但是,测试显示通过使用微调器来减少运动量并不会沉浸于游戏中;玩家报告说,微调和推杆促使他们在过度运动时放慢速度,并自然地适应游戏。

著录项

  • 作者单位

    Queen's University (Canada).;

  • 授予单位 Queen's University (Canada).;
  • 学科 Computer science.;Kinesiology.
  • 学位 M.S.
  • 年度 2016
  • 页码 99 p.
  • 总页数 99
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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