Abstract

Active gaming is a form of video gaming that requires full body motion or varying degrees of physical activity to play a game. While active gaming has regained momentum, the design and specific components of active games that make them engaging are limited. This study identifies, analyzes, and categorizes specific design mechanics and features used in active games. It answers the question: Which, if any, game mechanics and features can a panel of experts in the academic, health, and game industry agree on as valuable and impactful to the construction of successful and engaging active games? Using a Delphi study, nine experts answered questions related to active gaming. They reached an agreement on 20 of the 21 inquiries regarding game design focused on motivation, social influence, and flow. Their feedback offers recommendations on the design of future active games and identifies emerging trends. This study shares their notes and translates the findings into specific recommendations for developers on the design of active games. The field of active gaming has matured; there are pockets of experts in design, research, and implementation. Active gaming has maintained continuity; however, player enthusiasm and engagement in these types of games are consistently an issue. Through better game design and newer types of active games, players' interest will persist. These guidelines can inform developers working with newer technologies, such as mobile devices, enhanced game consoles, and virtual and augmented reality platforms, to create active games that inspire gamers to play.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.