Movement-Based Sports Video Games: Investigating Motivation and Gaming Experience

Forthcoming, Entertainment Computing

37 Pages Posted: 4 Feb 2020

See all articles by Marco Pasch

Marco Pasch

University of Twente

Nadia Berthouze

University College London

Betsy van Dijk

Human Media Interaction (HMI)

Anton Nijholt

Human Media Interaction (HMI)

Date Written: June 13, 2009

Abstract

Video game consoles that enable gamers to use active body movements are becoming increasingly popular. Yet, little is known about the influence of movement on how gamers experience such games. This study takes an exploratory approach, using different data collection methods. A theory about the relationship between body movement and gaming experience emerges through the systematic collection and analysis of data obtained from interviews, questionnaires, video observations and a motion capture system. A Grounded Theory analysis of the interviews reveals two distinct motivations (to achieve and to relax) with which gamers approach such games, together with two corresponding movement control strategies. Four movement-specific items are found to influence immersion in movement-based interaction: natural control, mimicry of movements, proprioceptive feedback, and physical challenge. These results are verified by exploiting the movement patterns of gamers playing the Nintendo Wii Boxing game. This theory offers insights to game designers as to how to design future generations of movement-based games. Whilst a controller that leaves more space for appropriation can be appealing to a larger population, its design may fail to promote and motivate physical activity and emotional well-being.

Keywords: movement-based interaction, exertion, immersion, body movement patterns, emotion, physical activity, whole-body sports games, gaming experience

JEL Classification: C99, O39

Suggested Citation

Pasch, Marco and Berthouze, Nadia and van Dijk, Betsy and Nijholt, Anton, Movement-Based Sports Video Games: Investigating Motivation and Gaming Experience (June 13, 2009). Forthcoming, Entertainment Computing, Available at SSRN: https://ssrn.com/abstract=2954844

Marco Pasch

University of Twente ( email )

Postbus 217
Twente
Netherlands

Nadia Berthouze

University College London ( email )

Gower Street
London, WC1E 6BT
United Kingdom

Betsy Van Dijk (Contact Author)

Human Media Interaction (HMI) ( email )

Drienerlolaan 5
Enschede, NB 7522
Netherlands

Anton Nijholt

Human Media Interaction (HMI) ( email )

Drienerlolaan 5
Enschede, NB 7522
Netherlands

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