Group Adapted Avatar Recommendations for Exergames

Robin Cromjongh, Quentin Van Reenen, Laura König, Martina Kanning, Ulf-Dietrich Reips, Tiare Feuchtner, Hanna Hauptmann

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

Abstract

Exergames are a promising way to encourage physical activity in the population. Especially competitive gaming has been shown to boost physical activity during gameplay. However, differences in physical abilities and fitness can lead to anxiety, fear of failure, or frustration. One way to mitigate these inhibitors is to balance the exergaming difficulty between competing players. This paper investigates the expectations and attitudes towards adaptivity in sports games, both in real life and with digital support. To that end, we present a survey with 421 participants investigating the general reaction to group adaptivity in sports games as well as a focus group discussing the reactions to group adaptive avatar recommendations within the game Mario Tennis Aces. Our results show that there is potential for group adaptive exergames to increase engagement, especially for non-sporty and female users, and that the first prototypical implementation was perceived positively regarding fairness and expected physical activity.
Original languageEnglish
Title of host publicationUMAP '23 Adjunct: Adjunct Proceedings of the 31st ACM Conference on User Modeling, Adaptation and Personalization
PublisherAssociation for Computing Machinery
Pages283-290
Number of pages8
ISBN (Electronic)9781450398916
ISBN (Print)9781450398916
DOIs
Publication statusPublished - 16 Jun 2023

Keywords

  • exergame
  • group recommendation
  • personalization
  • physical activity
  • avatar
  • fairness

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