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http://dx.doi.org/10.7583/JKGS.2012.12.1.067

A Study on Effectiveness and Preference of Tangible Fitness Game  

Kim, Eui-Young (Dept. of Security and Service, Hoseo University)
Park, Chang-Hoon (Dept. of Security and Service, Hoseo University)
Kim, Dae-Geun (Dept. of Game Engineering, Hoseo University)
Abstract
With the development of tangible interface in recent years, the interest in interactive exercise games to improve health-related physical fitness has been increased. We believe that this kind of serious game should provide not only motion sensing of the action required to play sports but also a specific effectiveness of exercise. This paper will show how a serious exercise game affects theirs heart rate and preference. For the experiments, we used an exercise game named GalaxyBike for aerobics exercise which is developed by the Interaction Media Research Center of Hoseo University. In the experiments, players' heart rate was measured during the warming-up, exercise and cooling-down periods by a wireless heart-rate measuring instrument. After they played the exercise game, a survey was conducted to see how they like this serious exercise game. The findings of the study suggest that the serious exercise game providing both video game and exercise would make a contribution to the improvement of health-related physical fitness since it serves to increase the heart rate and motivation.
Keywords
Health Fitness; Serious Game; Tagible Interface;
Citations & Related Records
Times Cited By KSCI : 3  (Citation Analysis)
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