Thursday, July 1, 2010

Homework - Exergame Review -July 1

Think about one of the exergames that you played in the lab today and answer the
following questions about your experience playing the game. Using blogger, answer
the following questions.

Name of game:

1. Interface—How easy/difficulty is it to use the game? How easy/difficulty is it to navigate where you want to be?
2. Narrative—Is there a storyline? Does it affect the game?
3. Controllers—Are the controllers user friendly, could they be better?
4. Graphics—Good? Bad? Why?
5. Challenge/Flow—Does the game challenge you? Is it fun? Is it boring? Does the game increase in difficulty as you keep playing? Do you want to keep playing the game? Does the game make sense? If not, does it matter?
6. Feedback—A good game gives regular feedback to gamers to let them know how they are doing. Does the game provide feedback? If yes, how does it provide feedback? If no, does it need to?
7. How does the game make you exercise?

4 comments:

  1. Susan

    Name of Game: Dance Dance Revolution

    1. Interface: The player uses his/her feet on the dance pad to navigate through the game. One of the other participants showed me how to navigate - I found it a little confusing at first, but quickly got the hang of it.

    2. Narrative: This game was already set up and had been played when I started using it. As far as I can tell, there is not a storyline, and it doesn't affect the game. I liked being able to start playing right away without going through a narrative.

    3. Controller: The dance pad is the controller, and it's user friendly. Like playing any game, it takes some practice to get used to the controls, but I quickly figured them out. The dance pad wants you to step on the squares with your whole foot firmly and not just with your toes - it responds more accurately this way.

    4. Graphics: The graphics are high quality, with the arrows that are guiding you to step taking up the left half, and an image on the right. I would change it so the arrows take up about 2/3 of the screen and the image about 1/3, or just have the arrows take up the whole screen with the image in the background. This would make it easier to see where to step and would make it easier to see where to step, and would make it more user friendly for more than one player.

    5. Challenge/Flow: I found the game challenging, and with some tips from other participants, figured out how to step effectively and efficiently on the dance pad. I got through Level A quickly, and started Level B which was more challenging - I didn't want to stop! This game is a lot of fun - if I knew the lyrics, I liked singing along. I really wanted to keep playing this game, and I would like to get the Wii version for home. The game makes sense in how it progresses - it scaffolds the difficulty and different types of sense well. Otherwise, it's not necessary for any of the songs to make sense - it's just fun and great exercise - I was sweating!

    6. Feedback: DDR provides immediate feedback while you're playing. If you are accurate or inaccurate with your steps, the arrows turn different colors, words like "almost" and "great" will appear on the screen, and the voice in the game will also comment. If you're doing poorly, the game has "doors" that close so that you have to start that song over. If you do well and complete the song, you are graded and get "cleared." Depending on your score, you will repeat songs to get a higher score and to master the steps and technique before moving to the next level.

    7. How does the game make you exercise? This game makes you exercise through dancing on the dance pad in varying speeds and patterns, stepping on the squares according to the arrows on the screen. Since I'm short (5' 0"), I was extending my legs more than the average adult, so this would make a great exercise game for children. I also found myself in somewhat of a squat to aid my balance, so the game really works your lower body (the Jackie Chan boxing was great for an upper body workout). The game speeds up, so it raises your heart rate to a cardiovascular level, especially depending on what level you're on. This game also challenges your balance, coordination, and concentration. You really have to pay attention while playing this!

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  2. Marisela

    Name of game: Cars

    1. Interface—How easy/difficulty is it to use the game? How easy/difficulty is it to navigate where you want to be?

    The game was easy to use and a bit difficult to navigate to where I wanted to be.



    2. Narrative—Is there a storyline? Does it affect the game?

    No storyline and did not affect the game.

    3. Controllers—Are the cont
    rollers user friendly, could they be better?

    The controllers were user friendly, the steering wheel on the stationary bicycle could be improved. When moving the steering wheel it made it difficult to keep the car on the road.

    4. Graphics—Good? Bad? Why?

    Good.


    5. Challenge/Flow—Does the game challenge you? Is it fun? Is it boring? Does the game increase in difficulty as you keep playing? Do you want to keep playing the game? Does the game make sense? If not, does it matter?


    Yes game was challenging, fun and not boring at all. The game increased with difficulty when you have to drive your car up a hill making it challenging for the player because you have to pedal faster to make the car move up the hill. The game made sense and I wanted to continue playing it because I did not have to think that I was exercising but just having fun.

    6. Feedback—A good game gives regular feedback to gamers to let them know how they are doing. Does the game provide feedback? If yes, how does it provide feedback? If no, does it need to?

    The game would tell you how many laps your car had gone around the track.

    7. How does the game make you exercise? The game makes you exercise by pedaling a stationary bicycle and that is the only way you can move your car the faster you pedal the faster the car would go.

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  3. Jessie

    PowerBoxing:

    1. Interface— The interface used two fake boxing gloves with reflectors to guide the sensor where your hands were. Using the gloves to do menu changes would be challenging at times because the timing was very short in parts of the menu.

    2. Narrative— If there was a storyline, I missed it. Yet, I didn't miss it. It didn't affect the gameplay.

    3. Controllers— The controls were pretty user friendly, but the navigation was a pain.

    4. Graphics—They reminded me of an old school arcade game. I liked it, but I can see this lacking appeal to other people.

    5. Challenge/Flow— The game was a definite challenge. The tournaments were really hard for me, but I did enjoy the training. I would consider playing it again for that, but not for a long period of time.

    6. Feedback— The game uses Jackie Chan to encourage you, which amused me greatly. It did have a set goal and "cals burned" meter, but not much else.

    7. How does the game make you exercise? The game makes you flail like an idiot as fast as you can. I could feel that tense, burning in my arms somewhat quickly.

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  4. Jay

    10 minute workout.

    1. Interface: The interface was intuitive and easy to follow.
    2. There is a story mode where you can go to the different places on the island and do different boxing games.
    3. The controls did not work as well as i would have liked. The arm movements with the wii mote were ok but the leg and body movements did not respond.
    4. The graphics were about average for the wii system.
    5. The challenge and flow of the game was fun and i did get a good workout following the boxing motions.
    6. The on screen character you have to fight did respond to your actions and the voice over "teacher" did point out key strategies.
    7. The game helps you exercise by using realistic boxing motions with the wii mote and nunchuck. if you follow the on screen flow of the game you get a good cardio workout.

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