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dc.contributor.advisorWang, Alf Inge
dc.contributor.authorMeisler, Ken Are
dc.date.accessioned2018-10-05T14:00:22Z
dc.date.available2018-10-05T14:00:22Z
dc.date.created2018-05-31
dc.date.issued2018
dc.identifierntnudaim:18022
dc.identifier.urihttp://hdl.handle.net/11250/2566715
dc.description.abstractThis project is a study into exergames (exercise games) and how to design and implement an exergame that is both enjoyable and capable of replacing traditional exercise methods. Topics examined during the project included, genres of video games, existing exergames, health benefits of regular exercise, game design, and enjoyment of video games.\\ In order to conduct user-tests, a prototype exergame was designed and implemented using the Unity game engine. The prototype was a networked multiplayer competitive racing game that utilized an existing controller developed by Playpulse. The controller is essentially an exercise bicycle with button controllers fitted to the handlebars. The game was designed by examining video game genres in order to find one or more genres that would be well suited for an exergame. In addition, research into general video game design and the flow model as a measure of the enjoyment was used during the design and implementation phase. The study also examined what types of constriction the controller, exercise activity and input method placed on the game genre and the design of the game. The prototype was then put through a user-test were the subjects would be observed during play. After the session, the subjects responded to questionnaires and was put through a simple group interview in order to evaluate the game and their enjoyment of it. In addition, pulse-watches were used on some of the subjects in order to evaluate the exergames ability to function as an exercise method and its ability to replace existing exercise methods.\\ Data from the questionnaires were also used to determine if the subjects previous interest in video games and regular exercise had any major impact on how they responded to the exergame.\\ The results of the user-test indicate that the selected game genre, racing, was well suited as an exergame. However, for other game genres that also seems well suited, there was not any evidence to support that fact. The exercise equipment, activity, and input method did provide constrictions to the design of the game. This includes limiting the number of unique actions the controller can support, requiring continuous activity in order to function as an exercise method, and limiting the duration of single play sessions in order to function as an exercise method. Testing revealed that the implemented game would be able to cover the recommended amount of physical activity. The data also indicated that a majority of subjects preferred the exergame to traditional exercise methods, this means that the exergame can replace traditional exercise methods. Finally, the data showed that the level of interest in video games, as well as, a previous interest in regular exercise had no significant impact on how the subjects responded to the exergame.
dc.languageeng
dc.publisherNTNU
dc.subjectInformatikk, Interaksjonsdesign, spill- og læringsteknologi
dc.titleDesign, creation, and evaluation of CyberSteamPunkHoverWar 2088. - A multiplayer racing exercise bicycle game.
dc.typeMaster thesis


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