Aslıhan TB, Tece Bayrak, Burkhard C., BW, Wünsche
Feb 1, 2021
Proceedings of the 2021 Australasian Computer Science Week Multiconference
Good games are engaging for the right audience. They compel their players to come back and play, motivate their participation with meaningful moment-to-moment actions (meaningful play), help them develop a long-term engagement (self-determination), and make them feel in-the-moment (flow). In this context, the characteristics of a good game revolves around player motivation, and how well it is addressed from a micro level to a macro level of game design. Since therapy games rely on the idea that a game experience can make exercising more entertaining and increase adherence, a good exergame seems to be bounded with the same motivational conundrum. In this paper, we discuss the concept of player motivation in exergame design and explore whether and how this concept has been used in previously developed exergames for rehabilitation of Parkinson's Diseases. We hope that we can develop a better understanding about long-term appeal towards creating experiences for long-term use.