{"title":"Experiencing the body as play: Cultivating older adults’ exergame experiences using embodied metaphors and multimodal feedback","authors":"Qingchuan Li, Simin Yang","doi":"10.1016/j.chb.2024.108280","DOIUrl":null,"url":null,"abstract":"<div><p>Physical activity (PA) is promising in increasing active life for older adults, but its repetitive and fatigue-inducing nature greatly harms older adults’ motivation to participate. Recently, there has been a growing interest in applying exergames to improve older adults’ PA adherence and engagement. To better support body-based interactions, embodied metaphors and multimodal feedback are suggested to ensure effective and meaningful mapping between elderly players’ input actions and exergame responses, but their effectiveness have not been fully investigated. After developing a list of embodied and ontological metaphors based a series of user-centered approaches, two experiments were conducted to investigate how embodied metaphors and multimodal feedback impact older adults'’ playing experience of PA exergames, among fifty-nine and twenty-five older adults, respectively. Regarding the embodied metaphor design, the results indicated that a higher embodiment level significantly and positively influenced the participants’ acceptance behavior in terms of their attitudes toward the exergame, and a higher information richness level demonstrated significantly positive effects on familiarity perception and all aspects of acceptance behavior. For the multimodal feedback design, the results indicated that 3D visual feedback better facilitated the participants’ sense of embodiment and immersion, as well as their acceptance behavior, compared to 2D visual feedback. Furthermore, constant tactile feedback in a continuous-only or continuous-and-augmented way significantly improved the participants’ PA movement performance and sense of embodiment, rather than instant feedback. Accordingly, a list of design guidelines for PA exergame development is proposed, with the possible contributions and limitations of this research addressed.</p></div>","PeriodicalId":48471,"journal":{"name":"Computers in Human Behavior","volume":null,"pages":null},"PeriodicalIF":9.0000,"publicationDate":"2024-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers in Human Behavior","FirstCategoryId":"102","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0747563224001481","RegionNum":1,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"PSYCHOLOGY, EXPERIMENTAL","Score":null,"Total":0}
引用次数: 0
Abstract
Physical activity (PA) is promising in increasing active life for older adults, but its repetitive and fatigue-inducing nature greatly harms older adults’ motivation to participate. Recently, there has been a growing interest in applying exergames to improve older adults’ PA adherence and engagement. To better support body-based interactions, embodied metaphors and multimodal feedback are suggested to ensure effective and meaningful mapping between elderly players’ input actions and exergame responses, but their effectiveness have not been fully investigated. After developing a list of embodied and ontological metaphors based a series of user-centered approaches, two experiments were conducted to investigate how embodied metaphors and multimodal feedback impact older adults'’ playing experience of PA exergames, among fifty-nine and twenty-five older adults, respectively. Regarding the embodied metaphor design, the results indicated that a higher embodiment level significantly and positively influenced the participants’ acceptance behavior in terms of their attitudes toward the exergame, and a higher information richness level demonstrated significantly positive effects on familiarity perception and all aspects of acceptance behavior. For the multimodal feedback design, the results indicated that 3D visual feedback better facilitated the participants’ sense of embodiment and immersion, as well as their acceptance behavior, compared to 2D visual feedback. Furthermore, constant tactile feedback in a continuous-only or continuous-and-augmented way significantly improved the participants’ PA movement performance and sense of embodiment, rather than instant feedback. Accordingly, a list of design guidelines for PA exergame development is proposed, with the possible contributions and limitations of this research addressed.
体育活动(PA)在增加老年人的积极生活方面大有可为,但其重复性和易疲劳性极大地损害了老年人参与体育活动的积极性。最近,越来越多的人开始关注应用外部游戏来提高老年人坚持和参与体育活动的积极性。为了更好地支持以身体为基础的互动,有人提出了具身隐喻和多模态反馈,以确保老年玩家的输入动作和外部游戏反应之间有效而有意义的映射,但这些方法的有效性尚未得到充分研究。在基于一系列以用户为中心的方法制定了体现隐喻和本体隐喻清单后,我们分别在 59 名和 25 名老年人中进行了两次实验,以研究体现隐喻和多模态反馈如何影响老年人的 PA 电子游戏游戏体验。在具身隐喻设计方面,研究结果表明,具身水平越高,参与者对外挂游戏的接受行为越有显著的积极影响;信息丰富度越高,参与者对外挂游戏的熟悉感和各方面的接受行为越有显著的积极影响。在多模态反馈设计方面,结果表明,与二维视觉反馈相比,三维视觉反馈能更好地促进参与者的体现感和沉浸感,以及他们的接受行为。此外,与即时反馈相比,以持续的纯触觉反馈或持续并增强的方式提供的持续触觉反馈能显著改善参与者的 PA 运动表现和身临其境的感觉。因此,本研究提出了 PA 外部游戏开发的设计指南清单,并探讨了本研究可能存在的贡献和局限性。
期刊介绍:
Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.