Lessons learned from experiments with four pedal-based exergames

• A meta -study evaluating the effectiveness of four distinct game concepts developed for a pedal-based exergame platform. • The games vary in genre, control schemes, and social interaction features. • The study investigates their impact on gameflow, enjoyment, motivation, replayability, and exercise intensity. • Findings reveal positive effects on gameflow, enjoyment, and high-intensity exercise, with some games motivating increased physical activity. • The study identifies key differences among the games and proposes seven design recommendations for future pedal-based exergames. The rise in sedentary lifestyles is a growing concern, contributing to health issues such as premature mortality, cardiovascular diseases, and type 2 diabetes. A key factor in this trend is a lack of motivation to exercise. Exergames – video games designed to promote physical activity – offer a potential solution by making exercise more engaging. This study explores four pedal-based exergames, each differing in genre, concept, and controls, to assess their impact on gameflow, enjoyment, motivation, replayability, and exercise intensity. The results indicate that these games generally support positive gameflow, enjoyment, and high-intensity exercise while motivating some individuals to be more active. The study also highlights key differences between the games and presents seven design recommendations for future pedal-based exergames.

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Publication Details

Journal
Entertainment Computing
Published
2025-09-01
DOI
https://doi.org/10.1016/j.entcom.2025.101018
Citations
1
Primary Topic
Autonomous Vehicle Technology and Safety
Type
article
Field-Weighted Citation Impact
0.68
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article

Lessons learned from experiments with four pedal-based exergames

Alf Inge Wang, E Schröder, Øystein Hammersland, Christian Magnus Rand et al.
1 citations
Entertainment Computing
Autonomous Vehicle Technology and Safety
0.68
article

Lessons learned from experiments with four pedal-based exergames

Alf Inge Wang, E Schröder, Øystein Hammersland, Christian Magnus Rand, Sander Kaalaas Østvik, Aschmirthan Sivaranjan, Sondre Strand Haltbakk, Sigrid Greiff Elnan, Vilde Voss Stabell
article en
1 citations

Abstract

• A meta -study evaluating the effectiveness of four distinct game concepts developed for a pedal-based exergame platform. • The games vary in genre, control schemes, and social interaction features. • The study investigates their impact on gameflow, enjoyment, motivation, replayability, and exercise intensity. • Findings reveal positive effects on gameflow, enjoyment, and high-intensity exercise, with some games motivating increased physical activity. • The study identifies key differences among the games and proposes seven design recommendations for future pedal-based exergames. The rise in sedentary lifestyles is a growing concern, contributing to health issues such as premature mortality, cardiovascular diseases, and type 2 diabetes. A key factor in this trend is a lack of motivation to exercise. Exergames – video games designed to promote physical activity – offer a potential solution by making exercise more engaging. This study explores four pedal-based exergames, each differing in genre, concept, and controls, to assess their impact on gameflow, enjoyment, motivation, replayability, and exercise intensity. The results indicate that these games generally support positive gameflow, enjoyment, and high-intensity exercise while motivating some individuals to be more active. The study also highlights key differences between the games and presents seven design recommendations for future pedal-based exergames.

Entertainment ComputingVol. 55
Norwegian University of Science and Technology (NO)
Openalex Percentile: Top 26%
Autonomous Vehicle Technology and Safety
0.68
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Lessons learned from experiments with four pedal-based exergames — Alf Inge Wang, E Schröder, et al. · Entertainment Computing (2025) | TGRS Research Map | TGRS