Taxonomy of exertion games




















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Abstract A new set of computationally-augmented games have emerged recently that require the user to move their body. Link to publication in Scopus. How was the reading experience on this article? The text was blurry Page doesn't load Other:. Details Include any more information that will help us locate the issue and fix it faster for you. Thank you for submitting a report! Submitting a report will send us an email through our customer support system. Submit report Close. ISBN doi Recommended Articles Loading There are no references for this article.

Read and print from thousands of top scholarly journals. Our taxonomy demonstrates that these new games can be categorized, and not all exertion games are the same. Each category has unique features that can be readily identified. Our 4. Non-Parallel taxonomy can be used by researchers to drive their theoretical We define a non-parallel game as a game that involves at least work, but also by designers to inspire future developments.

An offensive move is a and clarify where opportunities exist to differentiate their direct attempt to attain the goal of the game; a defensive designs. The taxonomy can serve as a tool to guide decisions in manoeuvre is an attempt to prevent the opponent from attaining the process of gameplay development; for example, designers that goal such as yielding an obstacle that must be overcome.

If they decide against including performance is highly dependant on how the opponent allows competition, it has implications for other aspects, such as that him or her to play. In parallel games, these features do not exist. The what it means to play computer games. We have contributed to player has no direct influence upon the difficulty of the task this phenomenon by describing a taxonomy of these types of faced by the opponent. This characteristic, however, offers an games to offer a basis for future theoretical and design work in opportunity for technical augmentation: parallel games can be order to advance the field.

Having a tool to analyse existing and played asynchronously, whereas non-parallel games cannot. Energy expenditure of sedentary screen time The authors wish to thank Stefan Agamanolis from Distance compared with active screen time for children.

Pediatrics, Lab for his support. Larssen A. Bianchi-Berthouze, N. Moen, J. KinAesthetic Movement Interaction. Does Body Mueller, F. Affective Computing and Intelligent Interaction, Fun. In Proc. CHI Design Experiences with 3. Bogost, I. Persuasive Games. MIT Press, Networked Exertion Games. PerGames Pervasive Gaming Applications. Orland, K. In Proc Exergaming History. DiGRA ,



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