A comparative analysis of game experience in treadmill running applications

• This study compares user experiences in treadmill running applications, highlighting Zwift, Ring Fit Adventure, and Fitoon, each employing unique interaction systems and assessed through the Game Experience Questionnaire (GEQ) on a Smart TV platform. • Building upon previous research on exergames, this study aims to provide insights into the effectiveness of treadmill running applications, aiming to determine the most suitable option for individuals seeking an engaging and enjoyable exercise experience. • The comparative analysis aims to shed light on the advantages and limitations associated with different interaction systems in treadmill running applications, offering guidance for future developments in this field. • Fitoon, a running exergame utilizing a smartwatch for interaction, demonstrates significantly higher levels of competition, immersion, and game flow compared to traditional treadmill activities, despite lower perceived tension levels. • The research underscores the importance of understanding the nuanced interaction between different interaction systems and their impact on user emotions in the context of treadmill running applications, emphasizing the need for further exploration in this area. Despite the growing popularity of treadmill running apps, comparative analyses between exergames and traditional running simulators in terms of user experience are scarce. This study aims to fill this gap by examining user experiences across three different treadmill running apps: Zwift (a running simulator), Ring Fit Adventure (a Nintendo Switch game), and Fitoon (a mobile-specific treadmill game). Using unique interaction mechanisms-pedometer, leg-mounted controller with Ring-Con, and smartwatch, respectively, each app is evaluated through the In-Game version of the Game Experience Questionnaire. Results indicate that exergames, particularly Fitoon, significantly improve Competence, Immersion, and game flow compared to traditional treadmill running activities. However, contrary to expectations, the use of a smartwatch for interaction did not significantly decrease levels of Negative Affect. This finding underscores the complexity of the relationship between interaction mechanisms and their impact on user emotions within treadmill running applications. By providing a comprehensive analysis of user experiences, this study provides insight into the potential benefits and limitations of different interaction systems and platforms, providing valuable information for the development of more emotionally engaging and rewarding treadmill running apps. crucial.

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Publication Details

Journal
Entertainment Computing
Published
2024-09-12
DOI
https://doi.org/10.1016/j.entcom.2024.100888
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
1.58
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article

A comparative analysis of game experience in treadmill running applications

Miguel Chover, Carlos Marín-Lora, Micaela Martin
2 citations
Entertainment Computing
Educational Games and Gamification
1.58
article

A comparative analysis of game experience in treadmill running applications

Miguel Chover, Carlos Marín-Lora, Micaela Martin
article en
2 citations

Abstract

• This study compares user experiences in treadmill running applications, highlighting Zwift, Ring Fit Adventure, and Fitoon, each employing unique interaction systems and assessed through the Game Experience Questionnaire (GEQ) on a Smart TV platform. • Building upon previous research on exergames, this study aims to provide insights into the effectiveness of treadmill running applications, aiming to determine the most suitable option for individuals seeking an engaging and enjoyable exercise experience. • The comparative analysis aims to shed light on the advantages and limitations associated with different interaction systems in treadmill running applications, offering guidance for future developments in this field. • Fitoon, a running exergame utilizing a smartwatch for interaction, demonstrates significantly higher levels of competition, immersion, and game flow compared to traditional treadmill activities, despite lower perceived tension levels. • The research underscores the importance of understanding the nuanced interaction between different interaction systems and their impact on user emotions in the context of treadmill running applications, emphasizing the need for further exploration in this area. Despite the growing popularity of treadmill running apps, comparative analyses between exergames and traditional running simulators in terms of user experience are scarce. This study aims to fill this gap by examining user experiences across three different treadmill running apps: Zwift (a running simulator), Ring Fit Adventure (a Nintendo Switch game), and Fitoon (a mobile-specific treadmill game). Using unique interaction mechanisms-pedometer, leg-mounted controller with Ring-Con, and smartwatch, respectively, each app is evaluated through the In-Game version of the Game Experience Questionnaire. Results indicate that exergames, particularly Fitoon, significantly improve Competence, Immersion, and game flow compared to traditional treadmill running activities. However, contrary to expectations, the use of a smartwatch for interaction did not significantly decrease levels of Negative Affect. This finding underscores the complexity of the relationship between interaction mechanisms and their impact on user emotions within treadmill running applications. By providing a comprehensive analysis of user experiences, this study provides insight into the potential benefits and limitations of different interaction systems and platforms, providing valuable information for the development of more emotionally engaging and rewarding treadmill running apps. crucial.

Entertainment ComputingVol. 52
Universitat Jaume I (ES), Artificial Intelligence Research Institute (ES)
Openalex Percentile: Top 15%
Educational Games and Gamification
1.58
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