Designing an Obstacle Course Exergame : Providing an enjoyable exercise experience with light to moderate exertion through exergamification

This thesis explores the design, implementation, and evaluation of an obstacle course exergame aimed at providing an enjoyable exercise experience with light to moderate exertion. The exergame makes use of full-body skeletal tracking via a web camera, requiring players to perform various physical movements to control a player character through a virtual obstacle course. The design is supported by theories and guidelines for game and exergame development. User testing was conducted with 22 participants, who completed gameplay sessions and responded to a survey measuring perceived exertion (RPE) and enjoyment (EEQ). Results indicate that the exergame successfully achieved its intended exertion levels and was perceived as enjoyable, with scores comparable to or exceeding those of similar exergames in previous studies. This work contributes to the growing field of exergamification and demonstrates the potential of exergames as an enjoyable option for physical exercise.

Publication Details

Journal
KTH Publication Database DiVA (KTH Royal Institute of Technology)
Published
2025-01-01
Primary Topic
Innovative Human-Technology Interaction
Type
article
Field-Weighted Citation Impact
0.00

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article

Designing an Obstacle Course Exergame : Providing an enjoyable exercise experience with light to moderate exertion through exergamification

KTH Publication Database DiVA (KTH Royal Institute of Technology)
Innovative Human-Technology Interaction
article

Designing an Obstacle Course Exergame : Providing an enjoyable exercise experience with light to moderate exertion through exergamification

article en

Abstract

This thesis explores the design, implementation, and evaluation of an obstacle course exergame aimed at providing an enjoyable exercise experience with light to moderate exertion. The exergame makes use of full-body skeletal tracking via a web camera, requiring players to perform various physical movements to control a player character through a virtual obstacle course. The design is supported by theories and guidelines for game and exergame development. User testing was conducted with 22 participants, who completed gameplay sessions and responded to a survey measuring perceived exertion (RPE) and enjoyment (EEQ). Results indicate that the exergame successfully achieved its intended exertion levels and was perceived as enjoyable, with scores comparable to or exceeding those of similar exergames in previous studies. This work contributes to the growing field of exergamification and demonstrates the potential of exergames as an enjoyable option for physical exercise.

KTH Publication Database DiVA (KTH Royal Institute of Technology)
Linköpings Universitet
Openalex Percentile: Top 47%
Innovative Human-Technology Interaction
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