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Making Exergames Appealing: An Assessment of Commercial Exergames

Making Exergames Appealing: An Assessment of Commercial Exergames

Emmanuel Agu, Bengisu Tulu, Amorn Chokchaisiripakdee, Nuttaworn Sujumnong, Latthapol Khachonkitkosol
ISBN13: 9781466695221|ISBN10: 1466695226|EISBN13: 9781466695238
DOI: 10.4018/978-1-4666-9522-1.ch014
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MLA

Agu, Emmanuel, et al. "Making Exergames Appealing: An Assessment of Commercial Exergames." Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice, edited by Daniel Novák, et al., IGI Global, 2016, pp. 293-311. https://doi.org/10.4018/978-1-4666-9522-1.ch014

APA

Agu, E., Tulu, B., Chokchaisiripakdee, A., Sujumnong, N., & Khachonkitkosol, L. (2016). Making Exergames Appealing: An Assessment of Commercial Exergames. In D. Novák, B. Tulu, & H. Brendryen (Eds.), Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice (pp. 293-311). IGI Global. https://doi.org/10.4018/978-1-4666-9522-1.ch014

Chicago

Agu, Emmanuel, et al. "Making Exergames Appealing: An Assessment of Commercial Exergames." In Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice, edited by Daniel Novák, Bengisu Tulu, and Håvar Brendryen, 293-311. Hershey, PA: IGI Global, 2016. https://doi.org/10.4018/978-1-4666-9522-1.ch014

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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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