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Safety, efficiency, and enjoyability challenges specific to XR exergames

Investigate and resolve open questions concerning the safety, efficiency, and enjoyability of extended reality exergames that arise from differences with traditional exergames, including factors such as free 360-degree viewing, limited proprioception, and a focus on motion-based interactions.

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Background

The authors argue that XR exergames differ fundamentally from traditional exergames due to spatial interaction, free 360-degree viewing, limited proprioception, and motion-centric input. These differences may introduce unique user risks and design trade-offs that have not yet been systematically addressed.

They highlight that ensuring safety, efficiency, and enjoyment in XR exergames requires addressing these domain-specific design and interaction challenges, which remain insufficiently explored across current implementations and studies.

References

At the same time, the apparent differences compared to more traditional exergames (e.g., free 360° view, limited proprioception, focus on motion-based interactions) create significant challenges and open questions that need addressing to ensure the games' safety, efficiency, and enjoyability.

Born to Run, Programmed to Play: Mapping the Extended Reality Exergames Landscape (2403.06776 - Karaosmanoglu et al., 11 Mar 2024) in Introduction