Abstract
In order to understand if proficiency in a real-world activity influences performance or movement characteristics in a simulation of that activity, six expert real-world ten-pin bowlers, ten novice real-world ten-pin bowlers and eight expert Wii bowlers completed 3 games of Nintendo Wii Sports’ bowling game. Two values were recorded for each throw: the (score) and the total range of motion (ROM) for the participant’s throwing arm (using two-dimensional motion capture). Averages across the first five trials were compared to averages across the last five trials. From the first five to last five trials, there were significant increases in both the mean score and mean ROM values, when collapsing data across experience level. While there was a significant main effect of experience level on the overall ROM values, differences between each experience group’s ROM values were not detected. A larger sample size is necessary to confirm if real-world ten-pin bowling experience influences score and ROM during first-time Wii bowling.
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Peters, K.A. (2009). Influence of Real-World Ten-Pin Bowling Experience on Performance during First-Time Nintendo Wii Bowling Practice. In: Jacko, J.A. (eds) Human-Computer Interaction. Interacting in Various Application Domains. HCI 2009. Lecture Notes in Computer Science, vol 5613. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-02583-9_44
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DOI: https://doi.org/10.1007/978-3-642-02583-9_44
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