Design Models for Mobile Augmented Reality Exergames: State-of-the-Art Review

  • Authors

    • Hasdina Lynn Hashim
    • Azrina Kamaruddin
    • Rahmita Wirza O.K. Rahmat
    • Azrul Hazri Jantan
    2018-12-09
    https://doi.org/10.14419/ijet.v7i4.31.23727
  • Augmented Reality, Design Model, Exergames, Mobile games, Sedentary lifestyle
  • Abstract

    The sedentary lifestyle is common in this digital age and a cause of concern as it encourages individuals to elicit sedentary behavior i.e. lower instances to being physically active. This lifestyle affects the major portion of the population; with obesity being a major risk and a factor for many cardiovascular diseases such as coronary heart rate disease, heart failure, stroke etc. Use of mobile devices may be linked to the increase of sedentary individuals; however, its usage could also be utilised to encourage fitness awareness among its users. Incorporating interactive digital applications such as exergames, a combination of exercise and games, to mobile devices could provide the means to encourage fitness activity for sedentary individuals through physical gameplay. This paper explores the current design models of exergames and how their usage can affect changes to the psychological and physiological states of the players as well as the promising directions for adapting their usage for the mobile environment through augmented reality immersion.

     

  • References

    1. [1] A. Dix, J. Finlay, G. D. Abowd, and R. Beale, Human-Computer Interaction Third Edition, no. 3. Pearson Prentice Hall, 2003.

      [2] K. Li, A. Tiwari, J. Alcock, and P. Bermell-Garcia, “Categorisation of visualisation methods to support the design of Human-Computer Interaction Systems,†Appl. Ergon., vol. 55, pp. 85–107, 2016.

      [3] H. C. Huang, M. K. Wong, J. Lu, W. F. Huang, and C. I. Teng, “Can using exergames improve physical fitness? A 12-week randomized controlled trial,†Comput. Human Behav., vol. 70, pp. 310–316, 2017.

      [4] J. Sinclair, P. Hingston, and M. Masek, “Considerations for the design of exergames,†in Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia, 2007, vol. ACM, no. December, pp. 289–295.

      [5] F. F. Mueller et al., “Designing sports: a framework for exertion games,†Proc. 2011 Annu. Conf. Hum. factors Comput. Syst. - CHI ’11, pp. 2651–2660, 2011.

      [6] C. J. Caspersen, K. E. Powell, and G. M. Christenson, “Physical activity, exercise, and physical fitness: definitions and distinctions for health-related research.,†Public Health Rep., vol. 100, no. 2, pp. 126–31, 1985.

      [7] S. A. Billinger et al., “Physical activity and exercise recommendations for stroke survivors: A statement for healthcare professionals from the American Heart Association/American Stroke Association,†Stroke, vol. 45, no. 8, pp. 2532–2553, 2014.

      [8] B. M. Nes, I. Janszky, U. Wisløff, A. Støylen, and T. Karlsen, “Age-predicted maximal heart rate in healthy subjects: The HUNT Fitness Study,†Scand. J. Med. Sci. Sport., vol. 23, no. 6, pp. 697–704, 2013.

      [9] C. E. Garber et al., “Quantity and quality of exercise for developing and maintaining cardiorespiratory, musculoskeletal, and neuromotor fitness in apparently healthy adults: Guidance for prescribing exercise,†Med. Sci. Sports Exerc., vol. 43, no. 7, pp. 1334–1359, 2011.

      [10] B. Klika and C. Jordan, “High-Intensity Circuit Training Using Body Weight: Maximum Results With Minimal Investment,†ACSM’s Heal. Fit. J., vol. 17, no. 3, pp. 8–13, 2013.

      [11] D. E. Warburton, S. Charlesworth, A. Ivey, L. Nettlefold, and S. Bredin, “A systematic review of the evidence for Canada’s Physical Activity Guidelines for Adults,†Int. J. Behav. Nutr. Phys. Act., vol. 7, no. 39, pp. 1–220, 2010.

      [12] R. C. Colley, D. Garriguet, I. Janssen, C. L. Craig, J. Clarke, and M. S. Tremblay, “Physical activity of Canadian adults: accelerometer results from the 2007 to 2009 Canadian Health Measures Survey,†Heal. Reports, vol. 22, no. 1, pp. 7–14, 2011.

      [13] T. C. Lian, G. Bonn, Y. S. Han, Y. C. Choo, and W. C. Piau, “Physical activity and its correlates among adults in Malaysia: A cross-sectional descriptive study,†PLoS One, vol. 11, no. 6, pp. 1–14, 2016.

      [14] D. L. Swift, N. M. Johannsen, C. J. Lavie, C. P. Earnest, and T. S. Church, “The role of exercise and physical activity in weight loss and maintenance,†Prog. Cardiovasc. Dis., vol. 56, no. 4, pp. 441–447, 2014.

      [15] C. Bouchard, S. N. Blair, and P. T. Katzmarzyk, “Less sitting, more physical activity, or higher fitness?,†Mayo Clin. Proc., vol. 90, no. 11, pp. 1533–1540, 2015.

      [16] M. Mansoubi, N. Pearson, S. J. H. Biddle, and S. Clemes, “The relationship between sedentary behaviour and physical activity in adults: A systematic review,†Prev. Med. (Baltim)., vol. 69, pp. 28–35, 2014.

      [17] S. B. R. Network, “Letter to the Editor: Standardized use of the terms ‘sedentary’ and ‘sedentary behaviours,’†Ment. Health Phys. Act., vol. 6, no. 1, pp. 55–56, 2013.

      [18] P. B. Júdice, M. T. Hamilton, L. B. Sardinha, T. W. Zderic, and A. M. Silva, “What is the metabolic and energy cost of sitting, standing and sit/stand transitions?,†Eur. J. Appl. Physiol., vol. 116, no. 2, pp. 263–273, 2016.

      [19] W. L. Haskell et al., “Physical activity and public health: Updated recommendation for adults from the American College of Sports Medicine and the American Heart Association,†Med. Sci. Sports Exerc., vol. 39, no. 8, pp. 1423–1434, 2007.

      [20] A. Lepp, J. E. Barkley, G. J. Sanders, M. Rebold, and P. Gates, “The relationship between cell phone use, physical and sedentary activity, and cardiorespiratory fitness in a sample of U.S. college students,†Int. J. Behav. Nutr. Phys. Act., vol. 10, pp. 1–9, 2013.

      [21] S.-E. Kim, J.-W. Kim, and Y.-S. Jee, “Relationship between smartphone addiction and physical activity in Chinese international students in Korea,†J. Behav. Addict., vol. 4, no. 3, pp. 200–205, 2015.

      [22] J. E. Barkley, A. Lepp, and S. Salehi-esfahani, “College Students’ Mobile Telephone Use Is Positively Associated With Sedentary Behavior,†Am. J. Lifestyle Med., vol. 10, no. 6, pp. 437–441, 2016.

      [23] L. Hebden, A. Cook, H. P. van der Ploeg, L. King, A. Bauman, and M. Allman-Farinelli, “A mobile health intervention for weight management among young adults: A pilot randomised controlled trial,†J. Hum. Nutr. Diet., vol. 27, no. 4, pp. 322–332, 2014.

      [24] P. Krebs and D. T. Duncan, “Health App Use Among US Mobile Phone Owners: A National Survey,†JMIR mHealth uHealth, vol. 3, no. 4, p. e101, 2015.

      [25] J. D. Piette, J. List, G. K. Rana, W. Townsend, D. Striplin, and M. Heisler, “Mobile health devices as tools for worldwide cardiovascular risk reduction and disease management,†Circulation, vol. 132, no. 21, pp. 2012–2027, 2015.

      [26] F. F. Mueller, R. A. Khot, K. Gerling, and R. Mandryk, “Exertion Games,†Found. Trends® Human–Computer Interact., vol. 10, no. 1, pp. 1–86, 2016.

      [27] A. C. T. Klock and I. Gasparini, “A Usability Evaluation of Fitness-Tracking Apps for Initial Users,†in HCI International 2015 - Posters’ Extended Abstracts, 2015, vol. 529, pp. 457–462.

      [28] S. Hardy, S. Göbel, M. Gutjahr, J. Wiemeyer, and R. Steinmetz, “Adaptation model for indoor exergames,†in International Journal of Computer Science in Sport, 2012, vol. 11, no. 1, pp. 73–85.

      [29] L. Han, Z. Pan, M. Zhang, and F. Tian, “A Pleasurable Persuasive Model for E-fitness System,†in International Conference on Cyberworlds, 2016, pp. 89–96.

      [30] B. Geelan et al., “Augmented Exergaming : Increasing Exercise Duration in Novices,†in OzCHI Australian Conference on Computer-Human Interaction, 2016, pp. 1–9.

      [31] C. R. Nigg, D. J. Mateo, and J. An, “Pokémon GO may increase physical activity and decrease sedentary behaviors,†Am. J. Public Health, vol. 107, no. 1, pp. 37–38, 2017.

      [32] P. Buddharaju and Y. Lokanathan, “Mobile Exergaming : Exergames On the Go,†in 2016 IEEE/ACM International Conference on Mobile Software Engineering and Systems Mobile, 2016, pp. 2–3.

      [33] T. Dutz, S. Hardy, M. Knöll, S. Göbel, and R. Steinmetz, “User Interfaces of Mobile Exergames,†2014, vol. 8512, no. June, pp. 1–3.

      [34] P. Milgram and F. Kishino, “A Taxonomy of Mixed Reality Visual Displays,†IEICE Trans. Inf. Syst., vol. E77–D, no. 12, pp. 1–15, 1994.

      [35] H. Kato, K. Tachibana, M. Tanabe, T. Nakajima, and Y. Fukuda, “A city-planning system based on augmented reality with a tangible interface,†in The Second IEEE and ACM International Symposium on Mixed and Augmented Reality 2003 Proceedings, 2006, pp. 340–341.

      [36] H. Kaufmann and D. Schmalstieg, “Mathematics and geometry education with collaborative augmented reality,†Comput. Graph., vol. 27, no. 3, pp. 339–345, 2003.

      [37] A. D. Cheok et al., “Human Pacman: A mobile, wide-area entertainment system based on physical, social, and ubiquitous computing,†Pers. Ubiquitous Comput., vol. 8, no. 2, pp. 71–81, 2004.

      [38] G. Papagiannakis, G. Elissavet, P. Trahanias, and M. Tsioumas, “Mixed-Reality Geometric Algebra Animation Methods for Gamified Intangible Heritage,†Int. J. Herit. Digit. Era, vol. 3, no. 4, pp. 683–699, 2014.

      [39] K. Desai, K. Bahirat, S. Ramalingam, B. Prabhakaran, T. Annaswamy, and U. E. Makris, “Augmented reality-based exergames for rehabilitation,†in Proceedings of the 7th International Conference on Multimedia Systems - MMSys ’16, 2016, pp. 1–10.

      [40] S. L. Kim, H. J. Suk, J. H. Kang, J. M. Jung, T. H. Laine, and J. Westlin, “Using Unity 3D to facilitate mobile augmented reality game development,†in 2014 IEEE World Forum on Internet of Things, WF-IoT 2014, 2014, pp. 21–26.

      [41] T. H. Laine and H. J. Suk, “Designing Mobile Augmented Reality Exergames,†Games Cult., vol. 11, no. 5, pp. 548–580, 2016.

      [42] H. O’Brien, “Theoretical Perspectives on User Engagement,†in Why Engagement Matters: Cross-Disciplinary Perspectives of User Engagement in Digital Media, 2016, pp. 1–26.

      [43] R. M. Ryan and E. L. Deci, “Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.,†Am. Psychol., vol. 55, no. 1, pp. 68–78, 2000.

      [44] M. Csikszentmihalyi, “Play and Intrinsic Rewards,†J. Humanist. Psychol., vol. 15, no. 3, pp. 41–63, 1975.

      [45] P. Sweetser and P. Wyeth, “GameFlow: A Model for Evaluating Player Enjoyment in Games,†Comput. Entertain., vol. 3, no. 3, pp. 3–3, 2005.

      [46] P. Sweetser, D. Johnson, P. Wyeth, A. Anwar, Y. Meng, and A. Ozdowska, “GameFlow in Different Game Genres and Platforms,†Comput. Entertain., vol. 15, no. 3, pp. 1–24, 2017.

      [47] J. Sinclair, P. Hingston, and M. Masek, “Exergame development using the dual flow model,†in The 5th International Conference on Intelligent Environments - IE’09, 2009, pp. 1–7.

      [48] K. Kiili and S. Merilampi, “Developing engaging exergames with simple motion detection,†in Proceedings of the 14th International Academic MindTrek Conference on Envisioning Future Media Environments - MindTrek ’10, 2010, p. 103.

      [49] M. Zhang, M. Xu, L. Han, Y. Liu, P. Lv, and G. He, “Virtual Network Marathon with immersion, scientificalness, competitiveness, adaptability and learning,†Comput. Graph., vol. 36, no. 3, pp. 185–192, 2012.

      [50] H. Saksono et al., “Spaceship Launch: Designing a Collaborative Exercise Game for Families,†in Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing - CSCW ’15, 2015, pp. 1776–1787.

      [51] K. Kiili, A. Perttula, A. Lindstedt, S. Arnab, and M. Suominen, “Flow Experience as a Quality Measure in Evaluating Physically Activating Collaborative Serious Games,†Int. J. Serious Games, vol. 1, no. 3, pp. 35–49, 2014.

      [52] A. I. Wang, K. Hagen, and T. Høivik, “Evaluation of the Game Exermon – A Strength Exergame Inspired by Pokémon Go,†Adv. Comput. Entertain., vol. 7624, pp. 384–405, 2018.

      [53] S. Finkelstein and E. a. Suma, “Astrojumper: Motivating Exercise with an Immersive Virtual Reality Exergame,†Presence Teleoperators Virtual Environ., vol. 20, no. 1, pp. 78–92, 2011.

  • Downloads

  • How to Cite

    Lynn Hashim, H., Kamaruddin, A., Wirza O.K. Rahmat, R., & Hazri Jantan, A. (2018). Design Models for Mobile Augmented Reality Exergames: State-of-the-Art Review. International Journal of Engineering & Technology, 7(4.31), 445-451. https://doi.org/10.14419/ijet.v7i4.31.23727

    Received date: 2018-12-12

    Accepted date: 2018-12-12

    Published date: 2018-12-09