Abstract
This paper presents the primary results of a study that examined the difference between exertion vs. non-exertion in game experience and social presence. This study aims to gain more insight in the influence of body movement in a cooperative game on social presence and game experience, to be better able to design interactive technology that helps people to adopt a healthy lifestyle and to connect people socially. The study was performed among 336 adults (age range: 16–64 years) who played a two-player exertion (n = 167) or a non-exertion (n = 169) version of cooperative Tetris. Analysis of an extended version of the Gaming Experience Questionnaire showed that although participants who played the exertion version of the game found themselves less competent, there was no significant difference between the two groups (exertion players and non-exertion players) in game experience or social presence.
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Acknowledgments
We would like to thank all participants in this study, Joey van der Bie for his technical support and assistance and Else ten Broeke, Thijs Heemskerk, Susan Hombergen, Kristel Kerstens, Michiel Krijger, Max Longarini, Renee Maurits, Peter Volken Smidt and Mariska van der Vegt for their assistance during the Lowlands festival.
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© 2017 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
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Mast, D., de Vries, S. (2017). Cooperative Tetris: The Influence of Social Exertion Gaming on Game Experience and Social Presence. In: Poppe, R., Meyer, JJ., Veltkamp, R., Dastani, M. (eds) Intelligent Technologies for Interactive Entertainment. INTETAIN 2016 2016. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 178. Springer, Cham. https://doi.org/10.1007/978-3-319-49616-0_11
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DOI: https://doi.org/10.1007/978-3-319-49616-0_11
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