Modulation of Physiological Responses and Activity Levels During Exergame Experiences
UPDATE (09/09/2016): This paper received the Best Paper Award at the VS-Games 2016 conference in Barcelona, Spain.
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Exergames are exercise-oriented games that offer opportunities to increase motivation for exercising and improving health benefits. However, Exergames need to be adaptive and provide accurate feedback for physiologically correct exercising, sustaining motivation and for better personalized experiences. To investigate the role of physiological computing in those aspects, we employed a repeated measures design exploring changes in physiological responses caused by the gaming and exercising components of an Exergame intervention.
Exergames are exercise-oriented games that offer opportunities to increase motivation for exercising and improving health benefits. However, Exergames need to be adaptive and provide accurate feedback for physiologically correct exercising, sustaining motivation and for better personalized experiences. To investigate the role of physiological computing in those aspects, we employed a repeated measures design exploring changes in physiological responses caused by the gaming and exercising components of an Exergame intervention.
Videogame
1) Design: the used videogame, called Exerpong, is an
adaptation of the classic 2D Pong in which the player controls
a virtual paddle to bounce a ball. Two different interaction
modes are available: Exergaming and Control (with a
conventional joystick). Exerpong was developed using the
Unity 3D game engine (Unity Technologies, San Francisco,
USA). The RehabNet Control Panel (Reh@Panel) software
[36] is used to interface a depth sensor with Unity 3D.
Through calibration, the user’s waist position is mapped to
control a virtual paddle. Three different difficulty levels were
implemented (easy, medium and hard) based on the
modification of the velocity of the ball, size of the ball, and
the size of the paddle. No scores were provided to avoid
influencing long-term perception of success or failure. Game
events were unequivocally labelled as missed balls or ball
interceptions. Audiovisual stimuli (red and green visual
feedback and positive and failure sounds) were used during
gameplay to provide feedback on performance.
2) Experimental Setup: a white PVC surface (2.5 m x 3.0
m) was used to project the Exerpong game on the floor in
front of the participants (Figure 1). The projection had a
resolution of 1280x720 pixels and the perspective was
corrected to the surface using a mapping application.
Figure 1. Diagram depicting the Exerpong setup consisting of a Kinect sensor,
a projected environment and a wearable physiological kit. The user stands in
front of the projection and controls a virtual paddle.
We used the fighting stick EX2 for Xbox360 to enable the
control of the virtual paddle with a joystick in the Control
condition. Users sat in a chair in front of the floor
perpendicular to the paddle-movement axis, and controlled the
joystick using their right hand. A Kinect v1 sensor (Microsoft,
Microsoft, Washington, USA) enabled the control of the
virtual paddle through body motion in the Exergaming
condition. EDA and ECG signals were recorded through a
Bluetooth connection using the BioSignal Plux toolkit (Plux
Wireless Biosignals, Lisboa, Portugal), a wearable bodysensing
platform. EDA signal was recorded using two
Ag/AgCl electrodes attached to the middle phalanges of the
middle and index fingers of the participant’s left hand. ECG
signals were recorded using a surface mount triode dry
electrode with standard 2 cm spacing of silver chloride
electrodes placed on the V2 pre-cordial derivation. Conductive
gel to facilitate signal recording was used in some participants
when necessary.
Seventeen older adults (64.5±6.4 years) interacted with a
videogame in two modes (Control, Exergaming) in different
difficulty levels. Electrocardiography, Electrodermal and
Kinematic data were gathered synchronously with game data.
Findings show that Exercise intensities and heart rate changes
were largely modulated by game difficulty, and positive feedback
was more likely to produce arousal responses during Exergaming
than negative feedback. A heart rate-variability analysis revealed
strong influences of the interaction mode showing that
Exergaming has potential to enhance cardiac regulation. Our
results bring new insights on the usefulness of
psychophysiological methods to sustain exercising motivation and
personalizing gameplay to the individual needs of users in
Exergaming experiences.
Reference:
J.E. Muñoz, M S Cameirão, ER Gouveia, T Paulino, S. Bermúdez i Badia. (2016). Modulation of Physiological Responses and Activity Levels During Exergame Experiences. Presented at the VS-Games 2016 - 8th International Conference on Virtual Worlds and Games for Serious Applications, Barcelona, Spain. (Download) (Cite)
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