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What is Intervention Capacity

Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice
Does the game promote interest in pursuing conventional exercise or activity as a result of participation in the exergaming experience (e.g. does Wii Tennis encourage the player to try real tennis)?
Published in Chapter:
Making Exergames Appealing: An Assessment of Commercial Exergames
Emmanuel Agu (Worcester Polytechnic Institute, USA), Bengisu Tulu (Worcester Polytechnic Institute, USA), Amorn Chokchaisiripakdee (Worcester Polytechnic Institute, USA), Nuttaworn Sujumnong (Worcester Polytechnic Institute, USA), and Latthapol Khachonkitkosol (Worcester Polytechnic Institute, USA)
DOI: 10.4018/978-1-4666-9522-1.ch014
Abstract
While exergames are becoming mainstream with increasing sales, fewer exergame units are still sold annually than non-exergame video games. For instance, in 2013 there was only one exergame (Just Dance 4) in the list of top 10 games sold. In this chapter, the authors attempt to determine (1) if a gap exists in appeal between exergames and non-exergame video games, (2) the factors that make video games more or less appealing to an audience, and (3) people's perceptions of whether playing exergames can help them become healthier. The authors reviewed literature, conducted reviews of top 10 video games, analyzed Amazon.com user comments on the top selling exergames, and conducted an online survey to understand gamer perceptions of exergames and non-exergame video games. Through this work, an evaluation tool that could be utilized by other researchers was developed. The recommendations at the end of this chapter could also help game designers in improving the appeal of exergames.
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