Playing Ring Fit Adventures on the floor or on a treadmill: a comparative study
![Thumbnail](/xmlui/bitstream/handle/10234/202874/85352.pdf.jpg?sequence=4&isAllowed=y)
Ver/ Abrir
Impacto
![Google Scholar](/xmlui/themes/Mirage2/images/uji/logo_google.png)
![Microsoft Academico](/xmlui/themes/Mirage2/images/uji/logo_microsoft.png)
Metadatos
Mostrar el registro completo del ítemcomunitat-uji-handle:10234/9
comunitat-uji-handle2:10234/7038
comunitat-uji-handle3:10234/159830
comunitat-uji-handle4:
INVESTIGACIONMetadatos
Título
Playing Ring Fit Adventures on the floor or on a treadmill: a comparative studyFecha de publicación
2022Editor
CEUR Workshop ProceedingsISSN
1613-0073Cita bibliográfica
Martin, Micaela Y. et al. Playing Ring Fit Adventures on the floor or on a treadmill: a comparative study. En: Actas del I Congreso Español de Videojuegos Madrid, Spain, December 1-2, 2022.Tipo de documento
info:eu-repo/semantics/conferenceObjectVersión de la editorial
https://ceur-ws.org/Vol-3305/Versión
info:eu-repo/semantics/publishedVersionPalabras clave / Materias
Resumen
Fitness games have become very popular in recent times. However, the number of games
specially designed for fitness machines is not very large and there are no studies
evaluating their potential. In this sense, this ... [+]
Fitness games have become very popular in recent times. However, the number of games
specially designed for fitness machines is not very large and there are no studies
evaluating their potential. In this sense, this work presents an analysis of the differences
between playing Ring Fit Adventures for Nintendo Switch on the ground or on a
treadmill. The user experience has been measured with the In-game version of the Game
Experience Questionnaire. With it, aspects related to immersion, flow, positive emotions,
and psychological needs of both ways of playing have been compared. The study shows
that gaming on treadmill is better for self-reported users. Additionally, the level of
perceived challenge on the treadmill was significantly higher from statistical analysis.
Really high levels of immersion, competence and positive affections were found in both
experiences, and slightly higher on treadmill. The values of tension and negative
affections were very low in both experiences, with a median less than one in all cases.
However, comments related to the lack of optimization of controls were raised. In this
sense, the research of the different interaction and locomotion devices is proposed for
future work. [-]
Descripción
Ponència presentada en: CEV 2022, I Congreso Español de Videojuegos, December 1–2, 2022, Madrid, Spain
Publicado en
Ceur Workshop Proceedings, Vol-3305.Entidad financiadora
MCIN/AEI/ 10.13039 / 501100011033 | FEDER | Unión Europea | Generalitat Valenciana
Código del proyecto o subvención
PID2019-106426RB-C32 | PDC2021-120997-C31 | CIAICO/2021/037
Derechos de acceso
info:eu-repo/semantics/openAccess