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Book Article: ID no. (ISBN etc.):  978-3-642-41105-2, 978-3-642-41106-9 BibTeX citation key:  WaltherFranks2013
B. Walther-Franks, D. Wenig, J. Smeddinck and R. Malaka, "Exercise My Game: Turning Off-The-Shelf Games into Exergames" in Entertainment Computing – ICEC 2013, ser. Lecture Notes in Computer Science, no. 8215, J. C. Anacleto, E. W. G. Clua, F. C. D. S. Silva, S. Fels and H. S. Yang, Eds. Springer Berlin Heidelberg, 2013, pp. 126–131.
Added by: Digitale Medien 2014-01-03 21:20:19
 B 
Categories: AG-Malaka, Contribution to conferences-reviewed, DM, graduate school digital media
Keywords: active games, Artificial Intelligence (incl. Robotics), Computer Graphics, Computing Milieux, design framework, exergames, Media Design, Personal Computing, User Interfaces and Human Computer Interaction
Creators: Anacleto, Clua, Fels, Malaka, Silva, Smeddinck, Walther-Franks, Wenig, Yang
Publisher: Springer Berlin Heidelberg
Collection: Entertainment Computing – {ICEC} 2013

Number of views:  530
Popularity index:  22.4%

 
Abstract
Exercise video games (exergames) can motivate players to be more physically active. However, most exergames are controlled by confined and predefined movements and do not promote long-term motivation. Well-funded commercial games often excel at long-term motivation, but are not operated with motion input. Exercise My Game ({XMG)} is a design framework for turning off-the-shelf action games into full-body motion-based games. Challenges with this approach involve finding mappings from control input to game-action, as well as blending active input feedback with the game’s interface. {XMG} facilitates transforming well-produced, non-exercise video games into captivating exergames by structuring the design space and outlining game requirements. We illustrate {XMG} with the example of turning the popular first-person action game Portal 2 into the exergame Sportal.
Added by: Digitale Medien

 
Further information may be found at:
http://link.springer.com/chapter/10.1007/978-3-642-41106-9_15

 
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