When Play Hurts: Understanding Common Barriers in Movement-Based Games
Authors
Paper Title
When Play Hurts: Understanding Common Barriers in Movement-Based Games
Publication Info
- Topic area: Barriers and challenges in commercial exergames
- Keywords: Exergames, barriers, player experience, physical activity, social discomfort, injuries, addiction, game design, technological issues, survey
Background and Problem
- Problem / challenge: Despite the potential of exergames to promote physical activity and enjoyment, players face significant barriers that undermine engagement, safety, and retention. Prior research has focused on individual games or user groups but lacks a comprehensive, cross-platform overview of these barriers.
- Significance: Understanding and addressing these barriers is crucial for improving long-term engagement, accessibility, and the overall effectiveness of exergames as tools to combat sedentary behavior.
- Motivation and related work: Previous studies have explored benefits and challenges of exergames, such as enjoyment, social interaction, and usability issues. However, these studies often focus on specific games or demographics, leaving a gap in understanding the broader spectrum of barriers encountered by general users across platforms.
Solution
- Proposed approach: A qualitative survey of 174 participants to identify and organize barriers encountered in commercial exergames, their effects, and mitigation strategies.
- Novelty:
- Comprehensive categorization of 60 barriers across six types: physical, mental, social, environmental, technological, and game design.
- Cross-platform comparison of barriers, highlighting differences between console, smartphone, VR, arcade, and other devices.
- Identification of 43 effects and 52 mitigation strategies, offering actionable insights for developers.
- Proposal of five design implications for future exergame development.
- Procedure and key techniques:
- Online survey distributed via Prolific with screening criteria for active gamers fluent in English.
- Thematic analysis combining codebook and reflexive approaches to categorize barriers, effects, and mitigation strategies.
- Analysis of platform-specific differences and cross-category interactions.
Results
- Concrete findings:
- Identified 60 barriers, with the most common being limited space (n=61), addiction (n=30), and collisions (n=28).
- Barriers categorized into six types: environmental (e.g., space limitations, collisions), physical (e.g., injuries, fatigue), technological (e.g., hardware failures, tracking issues), mental (e.g., addiction, lack of motivation), social (e.g., embarrassment, isolation), and game design (e.g., frustrating mechanics, lack of variety).
- Effects include frustration (n=63), exhaustion (n=51), and embarrassment (n=32), with 35 participants reporting quitting the game due to barriers.
- Players employ 52 mitigation strategies, such as rearranging furniture, taking breaks, and adjusting game settings.
- Advantage over baselines: Provides a holistic, cross-platform view of barriers, unlike prior studies that focus on individual games or demographics. Highlights both common and platform-specific issues.
- Experiments / evaluation: Survey data from 174 participants analyzed qualitatively. Platforms studied include consoles, smartphones, VR, arcade machines, and miscellaneous devices.
- Limitations and future work:
- Potential recall bias and self-selection bias in survey responses.
- Limited ability to assess longitudinal engagement patterns or barriers preventing initial adoption.
- Future research should explore barrier severity, cumulative impact, and in-depth qualitative studies on specific barriers.
Summary
This study identifies and categorizes 60 barriers encountered in commercial exergames, spanning environmental, physical, technological, mental, social, and game design challenges. Based on survey data from 174 participants, the findings highlight common issues like limited space, addiction, and collisions, as well as platform-specific differences. While players often mitigate barriers through ad-hoc strategies, mental and social challenges remain unresolved, leading to frustration and disengagement. The paper proposes five design implications, including adaptive game designs, fatigue-aware features, and confidence-building mechanisms, to enhance accessibility, safety, and enjoyment in exergames. These insights provide actionable recommendations for developers and researchers to create more inclusive and engaging movement-based games.
Research Questions / Practical Problems
Question signals indexed for this paper.
No related papers with ≥60% similarity
Based on Jaccard similarity of research subtopics & professions (≥60%)