Abstract

In recent years, we have been witnessing a rapid increase of research on exergames—i.e., computer games that require users to move during gameplay as a form of physical activity and rehabilitation. Properly balancing the need to develop an effective exercise activity with the requirements for a smooth interaction with the software system and an engaging game experience is a challenge. Model-driven software engineering enables the fast prototyping of multiple system variants, which can be very useful for exergame development. In this paper, we propose a framework, PhyDSLK, which eases the development process of personalized and engaging Kinect-based exergames for rehabilitation purposes, providing high-level tools that abstract the technical details of using the Kinect sensor and allows developers to focus on the game design and user experience. The system relies on model-driven software engineering technologies and is made of two main components: (i) an authoring environment relying on a domain-specific language to define the exergame model encapsulating the gameplay that the exergame designer has envisioned and (ii) a code generator that transforms the exergame model into executable code. To validate our approach, we performed a preliminary empirical evaluation addressing development effort and usability of the PhyDSLK framework. The results are promising and provide evidence that people with no experience in game development are able to create exergames with different complexity levels in one hour, after a less-than-two-hour training on PhyDSLK. Also, they consider PhyDSLK usable regardless of the exergame complexity.

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