Exergames for adult users
Lorna Boschman · 2010
This paper examines fitness videogames (exergames) and factors surrounding their adoption by novice users over 40, first through a literature review and then by discussing a pilot study. Digital games have been promoted as a way to reduce the barriers to embracing an ongoing exercise program. However, understanding the game's instructions also affects a novice player's gameplay experience. In the pilot study, reactions of novice players to two commercially available games with exertive interfaces were systematically analyzed so obstacles to communication between players and software could be identified. The social affordances of game design for adults over 40 are also discussed in order to develop protocols for a larger study analyzing how digital games can be used to sustain exercise adherence over time.