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dc.contributor.authorSubramanian, Sruti
dc.contributor.authorSkjæret-Maroni, Nina
dc.contributor.authorDahl, Yngve
dc.date.accessioned2021-02-25T11:48:40Z
dc.date.available2021-02-25T11:48:40Z
dc.date.created2020-12-14T15:06:13Z
dc.date.issued2020
dc.identifier.issn0953-5438
dc.identifier.urihttps://hdl.handle.net/11250/2730382
dc.description.abstractThis paper provides a systematic review of research articles published between 2010 and mid-2018 that have offered design guidelines for full-body interactive games for recreational purposes and physical exercise. From an initial 3562 retrieved database references, 22 articles were found to meet our predefined criteria and were included in the final review. The review of 22 articles resulted in the extraction of 107 design guidelines, which were grouped in 12 different categories: movement elicitation, mapping of movement, explicit movement guidance, player representation and game world, attention, feedback on player performance, player agency and customization, exertion, safety, universal design and social aspects. While the current body of guidelines was found to cover multiple aspects pertaining to the design of full-body interactive games, the conducted review also revealed a number of overarching concerns regarding the present state. Specifically, these concerns relate to (i) the hedonic–utilitarian divide in movement-related design guidelines of relevant literature, (ii) the lack of common structure for specifying guidelines, (iii) the lack of systematic development of guidelines, (iv) the issues related to the validity of the existing guidelines and (v) the limited focus on tangible interfaces in the present state of the art. In conclusion, the current review paints a somewhat questionable picture of the present state of the corpus of design guidelines for full-body games, with relatively large differences in the quality of the guidelines proposed in the individual articles and a lack of reference to already existing guidelines. In the longer run, these quality issues risk watering out the original meaning of the term design guideline and reducing the potential value design guidelines can offer in development of full-body interactive games.en_US
dc.language.isoengen_US
dc.publisherOxford University Pressen_US
dc.rightsNavngivelse-Ikkekommersiell 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by-nc/4.0/deed.no*
dc.titleSystematic Review of Design Guidelines for Full-Body Interactive Gamesen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.source.journalInteracting with computersen_US
dc.identifier.doi10.1093/iwc/iwaa026
dc.identifier.cristin1859624
dc.description.localcode© The Author(s) 2021. Published by Oxford University Press on behalf of The British Computer Society. This is an Open Access article distributed under the terms of the Creative Commons Attribution Non-Commercial License (http://creativecommons.org/licenses/ by-nc/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is properly citeden_US
cristin.ispublishedfalse
cristin.fulltextpostprint
cristin.qualitycode2


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