Group Adapted Avatar Recommendations for Exergames

Publication date

2023-06-16

Authors

Cromjongh, RobinORCID 0009-0006-2245-7003ISNI 0000000518036594
Reenen, Quentin Van
König, Laura
Kanning, Martina
Reips, Ulf-Dietrich
Feuchtner, Tiare
Hauptmann, HannaORCID 0000-0002-6840-5341ISNI 0000000507309761

Editors

Advisors

Supervisors

Document Type

Part of book
Open Access logo

License

taverne

Abstract

Exergames are a promising way to encourage physical activity in the population. Especially competitive gaming has been shown to boost physical activity during gameplay. However, differences in physical abilities and fitness can lead to anxiety, fear of failure, or frustration. One way to mitigate these inhibitors is to balance the exergaming difficulty between competing players. This paper investigates the expectations and attitudes towards adaptivity in sports games, both in real life and with digital support. To that end, we present a survey with 421 participants investigating the general reaction to group adaptivity in sports games as well as a focus group discussing the reactions to group adaptive avatar recommendations within the game Mario Tennis Aces. Our results show that there is potential for group adaptive exergames to increase engagement, especially for non-sporty and female users, and that the first prototypical implementation was perceived positively regarding fairness and expected physical activity.

Keywords

exergame, group recommendation, personalization, physical activity, avatar, fairness, Taverne

Citation

Cromjongh, R, Reenen, Q V, König, L, Kanning, M, Reips, U-D, Feuchtner, T & Hauptmann, H 2023, Group Adapted Avatar Recommendations for Exergames. in UMAP '23 Adjunct: Adjunct Proceedings of the 31st ACM Conference on User Modeling, Adaptation and Personalization. Association for Computing Machinery, pp. 283-290. https://doi.org/10.1145/3563359.3597389