Let the body'n'brain games begin: toward innovative training approaches in esports athletes

AL Martin-Niedecken, A Schättin - Frontiers in psychology, 2020 - frontiersin.org
The phenomenon of eSports is omnipresent today. International championships and their
competitive athletes thrill millions of spectators who watch as eSports athletes and their …

High-tech tools for exercise motivation: use and role of technologies such as the internet, mobile applications, social media, and video games

DF Tate, EJ Lyons, CG Valle - Diabetes Spectrum, 2015 - Am Diabetes Assoc
IN BRIEF The majority of patients with type 2 diabetes are not active at recommended levels,
and many do not have access to behavior change programs to support lifestyle change …

[HTML][HTML] Quality criteria for serious games: serious part, game part, and balance

P Caserman, K Hoffmann, P Müller, M Schaub… - JMIR serious …, 2020 - games.jmir.org
Serious games are digital games that have an additional goal beyond entertainment.
Recently, many studies have explored different quality criteria for serious games, including …

A critical examination of virtual reality technology in the context of the minority body

K Gerling, K Spiel - Proceedings of the 2021 CHI Conference on Human …, 2021 - dl.acm.org
Virtual Reality (VR) holds the promise of immersing people in virtual worlds. However, initial
work on the relationship between VR and disability suggests that VR is a body-centric …

Cultivating engagement and enjoyment in exergames using feedback, challenge, and rewards

EJ Lyons - Games for health journal, 2015 - liebertpub.com
Objective: This article reviews theoretical and empirical evidence related to three
mechanisms for encouraging enjoyment during exergame play: Feedback, challenge, and …

Experiencing the body as play

FF Mueller, R Byrne, J Andres… - Proceedings of the 2018 …, 2018 - dl.acm.org
Games research in HCI is continually interested in the human body. However, recent work
suggests that the field has only begun to understand how to design bodily games. We …

Player experience

J Wiemeyer, L Nacke, C Moser… - … , concepts and practice, 2016 - Springer
In computer science, the concept of user experience has proven to be beneficial in order to
improve the quality of interaction between software and its users, by taking users' emotions …

Exercube vs. personal trainer: evaluating a holistic, immersive, and adaptive fitness game setup

AL Martin-Niedecken, K Rogers, L Turmo Vidal… - Proceedings of the …, 2019 - dl.acm.org
Today's spectrum of playful fitness solutions features systems that are clearly game-first or
fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing …

Virtual reality games for people using wheelchairs

K Gerling, P Dickinson, K Hicks, L Mason… - Proceedings of the …, 2020 - dl.acm.org
Virtual Reality (VR) holds the promise of providing engaging embodied experiences, but
little is known about how people with disabilities engage with it. We explore challenges and …

The augmented climbing wall: High-exertion proximity interaction on a wall-sized interactive surface

R Kajastila, L Holsti, P Hämäläinen - … of the 2016 CHI conference on …, 2016 - dl.acm.org
We present the design and evaluation of the Augmented Climbing Wall (ACW). The system
combines computer vision and interactive projected graphics for motivating and instructing …