Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical hits) to an exergame. We conducted a study under two conditions (uncertain and certain), with two display types (virtual reality and large display) and across young and middle-aged adults to measure their effect on game performance, experience, and exertion. Results show that (1) our designed uncertain elements are instrumental in increasing exertion levels; (2) when playing a motion-based first-person perspective exergame, virtual reality can improve performance, while maintaining the same motion sickness level as a large display; and (3) exergames for middle-aged adults should be designed with age-related declines in mind, similar to designing for elderly adults. We also framed two design guidelines for exergames that have similar features to the game used in this research.
翻译:不确定性被公认为一种诱人的游戏游戏元素,但很少被外部游戏使用。 在这项研究中,我们探索了不确定性在远方游戏中的作用,并将三种不确定因素(假攻击、误杀和关键点击)引入远方游戏。我们在两种条件(不确定和肯定)下进行了一项研究,两种展示类型(虚拟现实和大显示)和跨中年成年人的研究,以衡量其对游戏性能、经验和施压的影响。结果显示:(1)我们设计的不确定因素有助于提高施压水平;(2)在玩以运动为基础的第一人视角远方游戏时,虚拟现实可以提高性能,同时保持与大型展示相同的运动疾病水平;(3)中年成年人的外观设计应具有与年龄有关的下降,类似于为老年人设计的设计。我们还为与本研究中使用的游戏具有类似特点的外观设计了两种设计准则。