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    <article-meta>
      <title-group>
        <article-title>Gamifying Fitness or Fitnessifying Games: a Comparative Study</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Andreas Leibetseder, Mathias Lux Institute of Information Technology Alpen-Adria University</institution>
          ,
          <addr-line>9020 Klagenfurt</addr-line>
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <abstract>
        <p>Fitness- or exergames are ubiquitously available, but often lack the main ingredient of successfully gamified systems: fun. This can be attributed to the typical way of designing such games - highly focusing on specific physical activities, thus, gamifying fitness. Instead, we propose a novel alternate approach to improve motivation for exergaming, which we call fitnessification: integrating physical exercise into very popular games that have been developed keeping fun in mind and frequently are played for long periods of time - so-called AAA games. In order to evaluate this concept, we have conducted a comparative study examining voluntary participants' reactions to testing an ergometer controlled casual game as well as a modified AAA game. Results indicate strong tendencies of players preferring the newly introduced AAA approach over the casual fitness game.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>access replace tangible city maps, on-demand video
streaming gives people the option to watch movies
at home rather than having to visit a theater and
action-packed computer games are way more fun than
playing jump-rope outside. These ”advantages” over
the past, however, frequently entail grave detrimental
e↵ects: social isolation [MSLB06], cognitive laziness
[Car08] and physical inactivity [KHKI+05] have been
reported to a↵ect many people’s lives, the latter even
being deemed the biggest public health problem of the
21st century [Bla09].</p>
      <p>Despite current trends, exercising to many
individuals yet is desirable and oftentimes all it takes to get a
person started is the right kind of motivation –
something ironically technology in combination with a
special kind of gamification2 can provide [WH12]: rather
than using specific game design elements to
encourage sportive activities, as is commonly done in
various fitness apps and devices, it is possible to employ
full-blown video games that interact with fitness
accessories, a popular concept pursued by all major gaming
consoles as well as arcade machine manufacturers.</p>
      <p>By now such exergames are ubiquitously available
and their substantial estimated market share of over
6.6 billion dollars highlights a general public interest in
purchasing them [DGL08]. However, in spite of those
facts, the buyers’ initial excitement often quickly fades
and widely promoted beneficial e↵ects like changing
peoples’ physical exercise habits are limited to a short
period of time, after which the games are shelved3,
making room for new, more exciting games. Several
studies underline that notion of rapidly declining
interest [BAB+12, LML+06, MLB13], emphasizing that
ultimately fun plays a vital role in any game – a game
2For our purposes we define gamification based on
Werbach/Deterding and colleagues’ definitions [WH12, DDKN11], as
the use of game elements and game-design techniques in
nongame contexts to solve problems and engage users.
3Michael Rosenberg for The Conversation, 2014: ”Sorry gamers, Wii
Fit is no substitute for real exercise” (http://tinyurl.com/pzyopx8,
Web. 29 Jun. 2016)
lacking fun just turns into a plain task. The root of
this problem becomes apparent when regarding the
intuitive but naive design approach for a fitness game:
gamifying sports strongly advocates a focus on
physical activity – fun games, however, are not really fixated
on anything other than bringing joy and satisfaction
to their players. Therefore, a much more interesting
approach is to shift said focus onto popular games and
enhancing them with fitness elements, i.e. applying
what we call fitnessification.</p>
      <p>A broad category of such popular games is
comprised of so-called AAA games (pronounced ’triple-A
games’), which generally are created by big companies
often investing huge amounts of money in their
development. Compared to current fitness games they
do a much better job at entertaining players, as they
often bear high replay values, feature the latest
advanced technologies and are generally designed much
more thoughtfully. Good AAA games maintain their
popularity for long periods of time and sometimes even
are played for decades4, while enjoying an active and
vibrant community of fans. Accordingly, they usually
are referred to as the most attractive and anticipated
games on the market.</p>
      <p>This work should be regarded as an impulse to
support the notion of integrating fitness elements into such
fun games and, thereby, increasing the motivation for
exergaming. For this purpose we have conducted two
comparable field studies as a way of proofing our novel
concept of fitnessification: an o↵-the-shelf ergometer
has been utilized to control a purpose-built casual and
a modified AAA game prototype – Flappy Cycling
(FC) versus Quake 3 Arena Fitness Edition (Q3AFE).
After trying out these games voluntary participants
conveyed their opinions towards sports, gaming,
exergaming and the tested prototypes via identical
questionnaires for both examinations. Our contributions
include:
• Study overview and research goals (Section 2)
• Exergames and their architecture (Section 3)
• Hybrid evaluation results (Section 4)
• Related work (Section 5)
• Conclusions and further work (Section 6)
2</p>
    </sec>
    <sec id="sec-2">
      <title>Study Overview</title>
      <p>The studies have been set up on two di↵erent occasions
in the same public location, the aula of the
AlpenAdria University (AAU). Both involved user
experience analyses were kept as similar as possible: in a
supervised field study, voluntary passers-by were given
4E.g. ”Counter-Strike” (Valve Corporation, 1999: http://tinyurl.
com/ccat4e, Web. 29 Jun. 2016) and ”World of Warcraft” (Blizzard
Entertainment, 2004: http://tinyurl.com/39vdalk, Web. 29 Jun.
2016)
sucient instructions to be able to try out the finished
projects for as long as they liked with a nonbindung
suggestion of five minutes and in immediate
succession were asked to fill out an anonymized questionnaire
about their experiences, which took place on-site but
unsupervised (see Section 4.1 for more details about
the surveys). Each of the studies has been preceded by
preliminary trial runs, where students and colleagues
have tested the respective prototype and gave valuable
feedback, which helped improving it prior to the actual
examination.
2.1</p>
      <sec id="sec-2-1">
        <title>Research Goals</title>
        <p>The main purpose of this work is to show that
fitnessenhanced AAA games are more enjoyable than games
specifically designed for supporting physical exercise.
Hence, the central evaluation statement S can be
summarized as follows:</p>
        <p>S Fitnessification of games encourages more positive
feedback than gamification of sports.</p>
        <p>Based on this goal, several research questions can
be developed, summarizing the purpose of this thesis
as well as related future aspects:
Q1 How do sportive/unsportive people feel about
exergaming?
Q2 Can exergaming be more fun?
Q3 Given the AAA game integration, would it be
possible to motivate people to work out more?
Q4 Which conditions must be satisfied for gamers to
consider exergaming at home?</p>
        <p>Several hypotheses have been developed based on
above questions, listed in Section 4.2.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Architecture and Games</title>
      <p>From a hardware point of view, a fitness device needs
to be suitably connected to a computer and the
architecture approach taken is depicted in Figure 3.</p>
      <p>As mentioned in the Introduction, an ergometer5
has been used as a sports device in both studies,
providing two kinds of data – the cycling rate and pulse
sensor information via two attached handles. To be
able to properly capture signals from the device, an
Arduino Leonardo6 was used, which is a powerful,
programmable open-source microcontroller board.
Additionally, a separate pulse sensor7 was employed, as to
5Model: Ultrasport F-Bike 150/200B (http://tinyurl.com/jlqnbna,
Web. 29 Jun. 2016).
6Product information page: http://tinyurl.com/qc2xzda, Web. 29
Jun. 2016.
7Made by World Famous Electronics (http://pulsesensor.com,
Web. 29 Jun. 2016).
enable controlling a game with a joystick while
measuring the user’s heart rate through merely applying
a finger strap (see Section 3.2). Fitness input used for
both games is colored in violet, while FC only elements
are marked blue and Q3AFE components are shown
in red. Every signal is translated into keypresses by
the Arduino, serving as input commands to the games
described in following sections.
3.1</p>
      <sec id="sec-3-1">
        <title>Flappy Cycling (FC)</title>
        <p>Flappy Cycling is inspired by unexpected smash hit
casual game Flappy Bird8 and has been implemented
from scratch using popular HTML5 game developer’s
framework Phaser9. Flappy Bird is essentially a
smartphone-based endless side-scroller, giving players
control over a bird, which flies through a
horizontally scrolling scene and must avoid hitting randomly
appearing green obstacle pipes. Tapping the screen
gives the animal an upward boost, refraining to do
so lets simulated gravity take its course. Flappy
Cycling builds on this idea by boosting the bird’s vertical
screen position on every fully completed pedal cycle
and instead of dodging randomly appearing static
objects players must evade enemy birds flying towards
them in wavy patterns. This can be achieved via
touching the ergometer’s pulse sensor handles, which
were diverted from the intended use in order to merely
detecting whether someone is touching either of them,
enabling the controlled bird to horizontally fly
forwards and backwards. A player’s high-score is
calculated by gradually increasing a point multiplier over
time, which is reset every time an enemy bird is hit or
the bird leaves the middle third of the screen on the
vertical axis. The goal is to rack up as many points
as possible within a five-minute time limit, while the
amount and speed of enemies constantly increases.
This prototype represents the conventional way of
designing an exergame – building it around the fitness
activity.
3.2</p>
        <p>Quake 3 Arena Fitness Edition (Q3AFE)
Quake 3 Arena (Q3A) is the third installment of the
popular Quake series10, which included first-person
shooters (FPS) that have been among the first games
featuring true real-time 3D game engines, released by
id Software11 in 1999. The series achieved tremendous
success and even nowadays Q3A still is a popular
title, particularly on so-called LAN parties, where
players get together, establish local connections with their
PCs and hunt each other down in virtual deathmatches
with the goal of eliminating as many opponents as
possible, i.e. scoring kills or frags. This AAA game has
been chosen for applying fitnessification because back
in the 1990s the series’ developers picked up on a newly
emerging trend, which they wholeheartedly supported
in Q3A: game modding, i.e. modifying popular games
in terms of visuals, mechanics or gameplay. Q3As
engine is constructed in a modular manner and parts
of it can easily be replaced by customized
dynamiclink libraries (DLLs). Thus, standard gameplay could
comfortably be adjusted to incorporate user-generated
fitness information for our study. Q3A basically is
a multi-player game but also features a single player
mode, which has been a requirement for the
resulting (Q3AFE) modification (mod ) in order to be
comparable to FC. In this mode, the player’s opponents,
so-called bots, are controlled by the computer via an
artificial intelligence (AI) library.</p>
        <p>A typical deathmatch begins by randomly putting
the player as well as all bots on distinct starting
spots set throughout a virtual level (map), which is
called spawning. Newly spawned players have a
distinct amount of health points (HP) and some starting
weapons. The goal is to win a tournament by being the
first to kill a previously set amount of opponents (frag
limit ). Being killed by an enemy triggers a respawn,
again at a random location. Throughout the game,
weapons and power-ups, boosting a player’s abilities,
can be acquired, all of which are scattered throughout
the map and as well constantly respawn after small
timeouts when picked up by players. Study
participants played one such scenario, while being rewarded
for performing well on the ergometer.</p>
        <p>Compared to FC, a lot more buttons are needed
to control Q3AFE: walking forwards, backwards or
sideways, looking around (panning the camera),
jumping, ducking, shooting, switching weapons, zooming
8Developed by Dong Nguyen and deemed most addicting mobile
games of 2013 (http://tinyurl.com/z6sls4s, Web. 29 Jun. 2016).
9Phaser HTML5 framework (http://phaser.io, Web. 29 Jun. 2016)
10Quake series on Steam: http://store.steampowered.com/sub/434,</p>
        <p>Web. 29 Jun. 2016.
11http://www.idsoftware.com, Web. 29 Jun. 2016
and even more. Therefore, an additional input
possibility has been employed: a common gamepad
directly plugged into the PC. Holding such a game
controller, in turn, renders the ergometer’s pulse handles
useless, as touching them requires letting go of the
gamepad, which would be fatal in a fast-paced FPS
like Q3A. Since the pedals then would be the sole
remaining means of capturing fitness input, a
fingerattachable pulse sensor has been added as well.
Altogether, the ergometer pedals controlled the speed
of the player and users were rewarded with in-game
power-ups, when staying in a previously selectable
heart rate zone (recovery, aerobic, anaerobic).
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Evaluations</title>
      <p>A hybrid approach including a qualitative (Section 4.3)
and quantitative analysis (Section 4.4) has been chosen
for evaluating the collected survey data, consisting of
altogether 33 (FC) plus 34 (Q3AFE) records. Before
outlining discovered results, Section 4.1 describes the
essence of the questionnaire and subsequent Section
4.2 lists hypotheses formulated prior as well as after
carrying out the studies, the latter resulting from
conducting a variable correlation analysis.
4.1</p>
      <sec id="sec-4-1">
        <title>Questionnaire</title>
        <p>In general, the questionnaire can be grouped into five
categories: demographic data (general), user habits
and opinions (sports, gaming &amp; their combination)
and prototype specific questions. For the
quantitative analysis, response statistics, as well as answers
optionally entered into several free text boxes, have
been examined. A total of 23 relevant variables can
be defined out of the survey questions, a listing of
which, however, would go well beyond the scope of
this paper. Variables either are of ordinal (5-valued
tendency scale) or dichotomous (bi-valued) nature: for
any quantitative analysis two selected datasets
(usually A✓ F C and B✓ Q3AF E ) either were partitioned by
an existing dichotomous variable or via bisecting
responses for an ordinal scale variable. Afterwards
another ordinal variable has been used to evaluate
tendencies in both resulting groups.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Hypotheses</title>
        <p>Six hypotheses (H1-H6) have been developed prior to
conducting the studies and seven (H7-H13) resulted
from post-study analysis of variable correlation
coecients: -coecient [Cra45] for two dichotomous
features, Kendall rank correlation with tie correction
[Ken38, Ken48] for ordinal data comparison and the
rank-biserial correlation [Cur56] for pairs of both
variable types.</p>
        <p>H1 Gamers would rather play AAA exergames than
casual exergames at home (A✓ F C &lt; B✓ Q3AF E ).
H2 Active12 people would rather play AAA
exergames than casual exergames at home (A✓ F C &lt;
B✓ Q3AF E ).</p>
        <p>H3 Regular gamers who are less active would
rather consider working out more playing AAA
exergames than casual exergames (A✓ F C &lt;
B✓ Q3AF E ).</p>
        <p>H4 Active people would rather play exergames at
home than rarely active people (H4a: A1✓ F C &lt;
B1✓ F C , H4b: A2✓ Q3AF E &lt; B2✓ Q3AF E ).</p>
        <p>H5 Less active people would rather consider
working out more by playing exergames than
regularly active persons ( H5a: A1✓ F C &gt; B1✓ F C , H5b:
A2✓ Q3AF E &gt; B2✓ Q3AF E ).</p>
        <p>H6 Regularly active occasional gamers would rather
play AAA exergames than casual exergames at
home (A✓ Q3AF E &gt; B✓ F C ).</p>
        <p>H7 Regularly active people would rather consider
working out more playing AAA exergames than
casual exergames (A✓ F C &lt; B✓ Q3AF E ).</p>
        <p>H8 Cyclists would rather consider playing AAA
exergames than casual exergames (A✓ F C &lt;
B✓ Q3AF E ).</p>
        <p>H9 Students/gamers/all participants enjoy playing
AAA exergames more than they do playing
casual exergames (H9a: A2✓ F C &lt; B2✓ Q3AF E ,
H9b: &lt; B1✓ Q3AF E , H9c: A3✓ F C &lt;</p>
        <p>A1✓ F C</p>
        <p>B3✓ Q3AF E ).</p>
        <p>H10 Gamers/all participants have better experience
with the ergometer when playing a AAA
exergame instead of a casual exergame (A✓ F C &lt;
B✓ Q3AF E ).</p>
        <p>H11 Lower ergometer experience influences overall
experience negatively (H11a: A1✓ F C &lt; B1✓ F C ,
H11b: A2✓ Q3AF E &lt; B2✓ Q3AF E ).</p>
        <p>H12 Regular Gamers rate AAA exergames higher than
casual exergames (A✓ F C &lt; B✓ Q3AF E ).</p>
        <p>H13 Less regular active people are less
comfortable handling the ergometer than regularly
active persons (H13a: &lt; B1✓ F C , H13b:</p>
        <p>A1✓ F C</p>
        <p>A2✓ Q3AF E &lt; B2✓ Q3AF E ).
4.3</p>
      </sec>
      <sec id="sec-4-3">
        <title>Qualitative Analysis</title>
        <p>Collected data for general type questions for both
studies reveals a predominant male participation (&gt;
70%). Therefore, conducting any gender-specific
analyses on the accumulated records would not be
feasible. The average specified ages range from 25 to 30
and in particular, almost all participants were below
35 years old with altogether five exceptions. Close to
half of the volunteers, in equal proportions for both
12Active refers to practicing sports in all hypotheses.
studies, were students and the majority of the
remaining people were employed in a technical field. This is
expectable, since study setups, such as the ones
conducted for this thesis, especially appeal to people
interested in technology. Despite the AAU’s multicultural
student base13, most of the test subjects have been
from Austria (FC: 76%, Q3A: 70%) and in general,
almost all participants were from Europe with two
exceptions.</p>
        <p>When regarding the gathered study-specific
statistics, both studies influenced user experience positively
as well as negatively, although Q3AFE seems to have
been better accepted. The reason both experiments
overall received fairly high ratings could be due to their
novelty e↵ect: in both cases, only 15% claimed to have
partaken in similar studies and comparable home
devices are still rare. Nevertheless, the biggest issues
reported were control-specific, i.e. diculties with FC’s
pulse handles and Q3AFE’s use of a gamepad instead
of keyboard/mouse, which in future versions should be
improved as to prevent any biased opinions caused by
these inconveniences. Furthermore, the most
important future aspect should be testing long-term user
engagement in playing these games. Outcomes for such
experiments probably depend on how regularly users
play games, but judging by several user remarks FC
might not perform as well as Q3AFE: “Game seems a
bit random.” (FC), “It is a fun game, but I think it
will get boring after a while.” (FC).
4.4</p>
      </sec>
      <sec id="sec-4-4">
        <title>Quantitative Analysis</title>
        <p>Most of the questions prompted the users to rate an
aspect on a 5-valued ordinal scale, which overall did
not yield normally distributed results, as is mostly
the case when employing variables not describing
intervals [Sca13]. Therefore, analogous to previously
listed correlation coecients, a non-parametric
evaluation method has been chosen for all hypothesis
evaluations: the Mann-Whitney-Wilcoxon (MWW) test
[Wil47] with significance ↵ = 0.05. The collective
results are listed in Table 1, pointing out for which
hypotheses H0 can be rejected on significance levels of
up to ↵ = 0.10.</p>
        <p>The MWW test is used to determine if two
populations (A, B) di↵er in their distributions, i.e. the
assumed null hypothesis H0: A = B can be rejected in
favor of an alternative hypothesis H1: A 6= B, A &lt; B
or A &gt; B. It accomplishes this by ranking the
elements of both sample sets (lower value are assigned
smaller ranks), summing up those ranks for both sets
(tied ranks are averaged) and computing the di↵erence
in rankings (U-value). It assumes an approximate
normal distribution of U-values to be able to make use of
13cf. AAU report 2015/16 (http://tinyurl.com/jqq2c7h).
the cumulative normal function for calculating the
pvalue in order to determine if H0 can be rejected in
favor of the alternate hypothesis H1. However, if the
cardinality of both sets is below or equal 20,
precalculated tables listing exact U-values must be consulted to
ensure a correct evaluations, which has been
applicable in several hypotheses and of particular importance
in hypotheses H5a, H5b and H9b, as relying on the
p-value alone would have yielded di↵erent results in
terms of significance.</p>
        <p>Significant outcomes of H1, H2 and H9 confirm prior
qualitative findings, indicating strong tendencies
towards preferring AAA exergames over casual fitness
games when examining students, gamers and active
people. Moreover, controlling Quake 3 Arena with an
ergometer seems to have been received far better than
using it to operate Flappy Cycling (H10). However, it
can not be confirmed that the people’s fitness level nor
their specific interest in bike riding are indicators for
them to consider using fitness gaming devices at home.
Nevertheless, clear tendencies can be discovered (H5,
H7, H8, H11, H12, H13) and thus such assumptions
should be of interest for further investigations.
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Related Work</title>
      <p>Gamification for health and fitness is an emerging
trend that is frequently incorporated into smartphone
apps or Internet portals. Games for fitness are closely
related to those applications as they share the same
goal: motivating people for a healthier lifestyle. This
is accomplished by integrating exercise into games, a
concept widely adopted in development for home
gaming consoles but also scientific research. Most
popular fitness games are part of series that are still
ongoing to this day. It is noteworthy that all of those
games specifically are tailored for exercising with
various fitness devices or motion controllers and no
attempts have been made to integrate exercising into
games that were made without physical activity in
mind, let alone into AAA games. Such experiments
only seem to be undertaken by hobby craftsmen at
the moment14. However, as virtual reality (VR)
equipment like the Oculus Rift15 goggles are on the verge of
becoming publicly available, steps are made towards
increasing player immersion by devising novel game
input methods: for example, Virtuix16 develop a
virtual reality motion platform that lets players wander
through the worlds of their favorite 3D games using
their own feet. Similarly, VirZoom17 uses an
ergometer to achieve said e↵ect, although currently only with
custom made games. Using these devices, of course,
does not necessarily implicate conducting a thorough
workout, but definitely increases the amount of
physical activity involved when playing games.</p>
      <p>Many academic studies examine the e↵ect of
exergames on people’s energy expenditure (EE), a
measure that can be increased by physical activity and
should not be exceeded by dietary energy intake, in
order to prevent gaining weight. Jennifer Sween et
al., studying 27 papers on this subject, found a strong
correlation between fitness games and EE [SWS+14].
Most of the research they investigated discovered that
introducing such games resulted in test subjects
meeting the American College of Sports Medicine (ACSM)
guidelines for health and fitness [oSM+13]. The games
used for the studies included interactive aerobic,
cycling, motion capture, dance simulation as well as
isometric resistance titles of all current major consoles –
Microsoft XBox, Nintendo Wii and Sony Playstation.
Although dance simulation games caused the most
significant EE increases of about three times of a person’s
resting expenditure, not a single study reported any
inconclusive or negative results. Furthermore, similar
results were discovered in a literature review
targeting the physical e↵ect of exergames in healthy elderly
[LSLL13]. Such outcomes, on one hand, emphasize the
potential of fitness games, but on the other hand, do
not account for their ability to change people’s
attitude towards exercising.</p>
      <p>Scientific studies examining fitness games’ e↵ects
on user behavior, depending on their research
objectives, either use commercial exergames or create
14E.g. ManaEnergyPotion on Instructables, 2009: ”Hooking Up A
Treadmill to PC Game” (http://tinyurl.com/zd2s36f, Web. 29
Jun. 2016).
15https://www.oculus.com/en-us/rift, Web. 29 Jun. 2016
16http://www.virtuix.com, Web. 29 Jun. 2016
17http://www.virzoom.com, Web. 29 Jun. 2016
custom solutions. Conclusions are of mixed nature
– partly positive [MVHV03, LML+06, PBBvDN09,
BC10, BVSZ13], indicating an increase in physical
activity, and partly inconclusive, reporting that no
significant behavioral change can be identified [YSG08,
BI10, BAB+12]. Moreover, in addition to a
questionable incentive for long-term engagement, the games
often simply lack fun [MVHV03, MLB13], which can
be addressed using a variety of approaches:
psychological or physiological considerations [MLB13], increasing
the level of perceived accomplishment [MH06],
introducing social and narrative components [KR09, LT13]
etc.</p>
      <p>Work most closely related to the projects presented
in this thesis comprises user studies that investigate
the e↵ects of home fitness devices connected to
exergames. Darren Warburton et al. examined 14
lowactive young males partaking in a specifically devised
exercise program over a 6 week period. They
discovered a 30% higher attendance to ergometer
training sessions when video games were involved as
opposed to exercising the traditional way [WBH+07].
Ahn and colleagues turned a treadmill into an
interactive running entertainment system, featuring a
built-in computer, user-wearable sensor bracelets and
an ultrasonic sensor for tracking a player’s position
[AKP+09, PYC+12]. They further developed ”Swan
Boat”, a competitive team-based multiplayer racing
game, in order to evaluate the entertainment
system. A two-week study with 12 participants revealed
an overall positive reception, beneficial social e↵ects
due to the necessity of team synchronization and
increased engagement caused by high competition
between teams. Yue Gao et al. also utilized a treadmill
as well as a Kinect camera with a casual exergame
to confirm that short exercise breaks throughout the
day yield temporary benefits of cognitive nature, such
as improved concentration [GM12]. G¨obel and
colleagues developed three exergames aimed at
improving the long-term motivation of players: an ergometer
controlled set of minigames incorporating vital signals
from players as well as two other games tracking user
movement via accelerometers and video recognition,
respectively [GHW+10]. All captured sensor
information directly influenced the gameplay, which generally
had a positive impact on player motivation and
experience, as they found in various focus group tests.
Finally, Hoda at al. evaluated how user experience in
ergometer-based exercise depends on the application
context [HAES13]. They examined 20 participants
in five di↵erent cycling settings: no addition, game,
TV, game plus TV and game plus movie. Results
showed that integrating workout into a game has been
the most encouraging and motivational environment,
while biking without any entertainment was mostly
considered tedious.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Conclusions</title>
      <p>This paper has introduced fitnessification as a way of
improving upon current exergaming design concepts.
Its major scientific contributions are prototype
implementations, user experience studies and their
evaluations.
Q1 How do sportive/unsportive people feel
about exergaming?
Although only very few participants actually play
exergames, responses are overly positive and the
majority of persons view exergames as healthy,
entertaining, motivating and a novelty. Given
that many would consider working out with either
of the studies’ prototypes, it can be presumed that
there is still potential in fitness gaming.</p>
      <p>Q2 Can exergaming be more fun?</p>
      <p>Judging by the significant results (H1, H2, H9,
H10) this seems to be the case. However, biases
can not be ruled out, as control issues seemed to
be disturbing factors in both studies.</p>
      <p>Q3 Given the AAA game integration, would it
be possible to motivate people to work out
more?
It appears that less sportive regular gamers are
not very much inclined to do so (H3), however,
a tendency can be found when regarding both
collected data sets separately (H5), which is
definitely appropriate for justifying future research.
Q4 Which conditions must be satisfied for
gamers to consider exergaming at home?
The overall positive results convey that the most
important element is fun, as is reflected by
participants’ comments. Furthermore, additionally
to being responsive in terms of controls, games
ought to present an individually adopting
challenge to their players. Lastly, volunteers’
feedback suggests that they must be a↵ordable, which
as well underlines the importance of fun, because
hardly anybody would want to buy expensive
devices that are boring to operate.
6.2</p>
      <sec id="sec-6-1">
        <title>Summary</title>
        <p>A hybrid approach has been chosen for evaluating
survey responses produced by 67 study participants. The
initial qualitative data inspection suggests that the
volunteers – predominantly young male students or
technicians – mostly were committed to giving
honest and constructive answers. Generally, the studies
were very well received, although overall the Quake 3
Arena mod has been better accepted. Most issues
reported during the experiments were regarded
controlspecific, which could have introduced a bias, hence,
should appropriately be addressed in future
experiments. Twofold quantitative analyses follow a
confirmatory approach as well as investigating data
correlations in an explorative manner. Since most of the
questionnaire variables are ordinal, a
Mann-WhitneyWilcoxon test is applied for verifying research-relevant
hypotheses. Findings include strong tendencies
towards preferring AAA exergames over casual fitness
games when examining students, gamers and active
people. Moreover, controlling Quake 3 Arena with
an ergometer seems to have been received far better
than using it to operate Flappy Cycling. However, it
can not be confirmed that the people’s fitness level
nor their specific interest in bike riding are indicators
for them to consider using fitness gaming devices at
home. Nevertheless, clear tendencies can be
discovered and thus such assumptions should be of interest
for further investigations.
6.3</p>
      </sec>
      <sec id="sec-6-2">
        <title>Limitations</title>
        <p>Although a population of 67 people is seemingly
sufficient to conduct a thorough study, it certainly must
be considered that they are equally split between two
separate studies, which renders the samples less
comparable and through partitioning both data sets often
very few samples remain, occasionally not enough for
a meaningful evaluation. Also, the typically short test
durations are not necessarily beneficial for getting
accurate ratings: as expressed in various comments,
often more time is needed in order to adapt to the
controls. Additionally, a change in user behavior due to
being observed can not be ruled out but it is mitigated
by not explicitly supervising the act of completing the
evaluation questionnaire. Lastly, a presumed novelty
e↵ect could have been influential and should
prospectively be addressed by introducing longer test periods.
6.4</p>
      </sec>
      <sec id="sec-6-3">
        <title>Future Work</title>
        <p>Several hypotheses suggest that there nevertheless
seems to be some kind of relation between persons’
exercising habits and their ratings for fitness games. It
would be interesting to see if longer test periods could
help improving the data collection process in order to
discover more significant evidence in this regard. It
further would be beneficial to set up several
ergometer stations, maybe even letting volunteers compete
against each other to increase the experienced social
factor. Finally, long-term engagement should be
examined since this would more accurately describe
peoples’ preferences and tendencies towards exergaming
at home than the presented short-term approach.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgments</title>
      <p>We would like to thank Oliver Vitouch, rector of the
Alpen-Adria University, who came up with the
original idea for this work that we could subsequently
elaborate on. This work was supported by
Universit¨at Klagenfurt and Lakeside Labs GmbH,
Klagenfurt, Austria and funding from the European Regional
Development Fund and the Carinthian Economic
Promotion Fund (KWF) under grant KWF 20214 u.
3520/26336/38165.
[AKP+09]
[BAB+12]</p>
    </sec>
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</article>