Abstract

This paper presents the primary results of a study that examined the difference between exertion vs. non-exertion in game experience and social presence. This study aims to gain more insight in the influence of body movement in a cooperative game on social presence and game experience, to be better able to design interactive technology that helps people to adopt a healthy lifestyle and to connect people socially. The study was performed among 336 adults (age range: 16–64 years) who played a two-player exertion (n = 167) or a non-exertion (n = 169) version of cooperative Tetris. Analysis of an extended version of the Gaming Experience Questionnaire showed that although participants who played the exertion version of the game found themselves less competent, there was no significant difference between the two groups (exertion players and non-exertion players) in game experience or social presence.

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