Exergames and Audiovisual Processing: A Study
Graduate Research Project
Our study aims to quantify experiential and cognitive data relating to exercising using exergame software–intending to question if audiovisual/gamified exercising experiences increase ease of use factors for participants. Exergames provide direct user feedback and have grown rapidly in recent years as a viable alternative to traditional or mixed-media workout routines.
The Journey
Initial Proposal
Initially our proposal was to consider emerging VR video game technology and potential application as a physical therapy alternative/addition for individuals with musculoskeletal conditions such as scoliosis.
Focus Shift
Our mentor Dr. Jeong provided perspective and we determined that a more effective opportunity to gather data would be with technology that already fulfilled a goal and to study effects on a wider participant base.
Revised Study
Our updated abstract (as you can see above) shifted our focus to considering the relationship between audiovisual processing and individuals' capability to ingest new information through the Nintendo Switch game Ring Fit Adventure.
Study Thoughts
The study then consisted of exploring the bottom-up v. top-down processing models for individuals completing a simple set of exercises, first with only written instructions, and then with audiovisual input through the exergame.
Our study results supported the correlation between cohesive stimuli and accuracy through quantitative analysis, as well as perceived ease of interaction through qualitative data provided by participants.
Conclusion