Pushing without breaking: Nudging exergame players while maintaining immersion

A. Schneider, T. Graham
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引用次数: 7

Abstract

In exergames, players sometimes over-exert themselves, risking adverse health effects. Informing such players to slow down is necessary, but might distract from gameplay and damage the drive to continue exercising. We used the concept of nudges to create a set of design principles that can be incorporated into a game, to influence player behaviour without breaking their immersion. We created a game that uses these principles, testing them against no feedback at all, and against a precise text-based interface. We found that nudging techniques worked as well as textual feedback to keep players from over-exerting. We saw no significant difference in immersion between nudge and textual feedback, but players considered the nudge feedback to be more natural.
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推动而不破坏:在保持沉浸感的同时推动游戏玩家
在运动游戏中,玩家有时会过度发挥自己的能力,冒着不利健康影响的风险。提醒这些玩家放慢速度是必要的,但这可能会分散他们对游戏的注意力,损害他们继续锻炼的动力。我们使用轻推的概念创造了一套可以整合到游戏中的设计原则,在不破坏玩家沉浸感的情况下影响他们的行为。我们创造了一款使用这些原则的游戏,并在没有任何反馈的情况下进行测试,并且使用了精确的基于文本的界面。我们发现轻推技术和文本反馈一样有效,可以防止玩家过度投入。我们发现轻触反馈和文本反馈在沉浸感上没有显著差异,但玩家认为轻触反馈更自然。
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