My thesis work extended research on my lab's published motion gaming platform. I continued to examine fulfillment of exercise standards during gameplay, while also investigating experiential qualities of a novel exergame. 

There were two new major design factors. Adaptive challenge responded to biometric feedback through a heart rate monitor. A continuous and expandable in-game story was presented over the course of the exergaming session.
 
Results were encouraging for the expansion of exergames into new design territory. Adaptivity was suggested to increase the consistency of the workout, offering a potential tool for ensuring a consistent user experience. The story was enjoyed and players became invested in what would happen next, prototyping an expandable content format that could break exergames out of their forgettable mini-game niche.
 
Character models by Shannon Fenton.
My design exploits a compatibility between interval-based physical training and narrative game presentation.
The plot advances through cinematic sequences during physical recovery periods.
Exercise moves are contextualized as character actions.
The player avatar (centre, with the bandana) reacts to player performance, while non-player allies provide an example to follow (similar to backup dancers in dance-based games).
Exergame Study
Published:

Exergame Study

My thesis work extended my lab's exergaming research, introducing adaptive challenge and an expandable story.

Published: