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Anticipation in Motion-Based Games for Health

  • Rainer MalakaEmail author
  • Marc Herrlich
  • Jan Smeddinck
Chapter

Abstract

Digital motion-based games with affordable tracking methods for full body tracking allow users to play computer games controlled with body movements. They can be used as so called exergames, combining exercises and games. Exergames have three major benefits: (1) they can raise motivation for doing exercises through immersive interactive game play; (2) they can give users feedback regarding physiologically beneficial movements and aggregate performance over time; (3) they can be adapted to the individual user. This is a great chance, but also a great challenge in the development of exergames. When employing exergames as games for health, e.g. in physiotherapy, many patients (players) display individual predispositions and abilities with temporal variations. Anticipating and adapting to physical ability and individual training goals on various timescales require subtle mechanisms that capture differences for individual users. We discuss and analyze adaptivity requirements and implementation approaches for anticipatory techniques in this context.

Keywords

Adaptivity Anticipation Exergames Therapy Human-computer interaction Games for health Rehabilitation 

Notes

Acknowledgments

We would like to thank all members of the projects WuppDi!, Spiel Dich fit und gesund!, and Adaptify, as well as all participants of associated research studies, and our contributing researchers and authors. This work was generously supported with grants from the Federal Ministry of Education and Research of Germany (Bundesministerium für Bildung und Forschung: BMBF), the Klaus Tschira Foundation (KTS), the Wirtschaftsförderung Bremen, (Department of Economic Development—Bremen), and the EU Fund for Regional Development (EFRE).

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Copyright information

© Springer International Publishing Switzerland 2017

Authors and Affiliations

  1. 1.TZI, Digital Media LabUniversity of BremenBremenGermany

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