Abstract
This paper describes an interdisciplinary approach towards a framework for personalized, game-based training programs for elderly and handicapped people. Adaptation and personalization are proposed as a way to increase the physiological training effects of game-based training programs (exergames). Hereby, the diversity of users and a broad range of physiological handicaps are considered. The framework is based on scientific training programs enhanced by technical methods and concepts for personalized exergames. This includes an authoring environment (StoryTec) which supports game designers and domain experts (sport scientists, medical doctors, therapists, etc.) in the development process and the (personalized) configuration of such exergames. Two prototypically implemented applications (ErgoActive and BalanceFit) demonstrate the usability and adaptation of the underlying training and game concepts for different user groups and provide indicators of the effectiveness and efficiency of the generic framework for particular user groups. For instance, ErgoActive is applicable for people of all ages and both trained and untrained users by being able to provide personalized training levels to improve endurance. Similarly, BalanceFit is useful both for wheelchair and walking frame users in order to maintain and possibly even increase their balance, strength and muscular coordination.
Similar content being viewed by others
References
Baranowski T, Buday R, Thompson DI, Baranowski J (2008) Playing for real: video games and stories for health-related behavior change. Am J Prev Med 34:74–82. doi:10.1016/j.amepre.2007.09.027
Borg G (1998) Borg’s perceived exertion and pain scales. Human Kinetics, Champaign
Bös J, Brehm W (2006) Handbuch Gesundheitssport (2. Aufl.) [Handbook of health sport]. Schorndorf: Hofmann
Brehm W (2005) Ziele, Zielgruppen und Programme im Gesundheitssport [Goal, target groups, and programs in health sport]. In: Wiemeyer J, Singer R (eds) Fitness- und Gesundheitstraining - Wem nützt was? Institute for Sport Sciences, Darmstadt, pp 37–54
Brumels KA, Blasius T, Cortright T, Oumedian D, Solberg B (2008) Comparison of efficacy between traditional and video game based balance programs. Clin Kinesiol J Am Kinesiotherapy Assoc 62:26–31
Göbel S, Gutjahr M (2011) What makes a good serious game - conceptual approach towards a metadata format for the description and evaluation of Serious Games. Proc ECGBL 2011 5th Eur Conf Games Based Learn
Göbel S, Hardy S, Wendel V, Mehm F, Steinmetz R (2010) Serious games for health: personalized exergames. Proc Int Conf Multimed. ACM, New York, NY, USA, pp 1663–1666
Hardy S, Göbel S, Gutjahr M, Wiemeyer J, Steinmetz R (2012) Adaptation model for indoor Exergames. Int J Comput Sci Sport 11:73–85
Haskell WL, Lee I-M, Pate RR, Powell KE, Blair SN, Franklin B, Macera CA, Heath GW, Thompson PD, Bauman A (2007) Physical activity and public health: updated recommendation for adults from the American College of Sports Medicine and the American Heart Association. Circulation 116:1081–1093. doi:10.1161/CIRCULATIONAHA.107.185649
Heitkamp H-C (2003) Steuerung des präventiven Ausdauertrainings [Control of preventive endurance training]. In: Jeschke D, R L (eds) Sport. Trainingssteuerung. Köln: Strauß, pp 161–167
Jung Y, Li KJ, Janissa NS, Gladys WLC, Lee KM (2009) Games for a better life: effects of playing Wii games on the well-being of seniors in a long-term care facility. In Proceedings of the Sixth Australasian Conference on Interactive Entertainment (IE '09). ACM, New York, 5:6. doi:10.1145/1746050.1746055
Kato PM, Cole SW, Bradlyn AS, Pollock BH (2008) A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial. Pediatrics 122:305–317. doi:10.1542/peds.2007-3134
Kliem A, Wiemeyer J (2010) Comparison of a traditional and a video game based balance training program. Int J Comput Sci Sport 9:80–91
Korn O, Brach M, Hauer K, Unkauf S (2013) Exergames for elderly persons: physical exercise software based on motion tracking within the framework of ambient assisted living. Serious Games Virtual Worlds Educ Prof Dev Healthc. pp 258–268
Lambert EV, St. Clair Gibson A, Noakes TD (2005) Complex systems model of fatigue: integrative homoeostatic control of peripheral physiological system during exercise in humans. Br J Sports Med 39:52–62
Mehm F (2010) Authoring Serious Games. In: Pisan Y (ed) Proc Fifth Int Conf Found Digit Games. ACM, New York, NY, USA, pp 271–273
Mehm F, Göbel S, Radke S, Steinmetz R (2009) Authoring Environment for Story-based Digital Educational Games. In: Kickmeier-Rust MD (ed) Proc 1st Int Open Work Intell Pers Adapt Digit Educ Games. pp 113–124
Mehm F, Hardy S, Göbel S, Steinmetz R (2011) Collaborative authoring of serious games for health. Proc Int Conf Multimed. ACM, New York, NY, USA, pp 807–808
Nacke L (2009) Affective Ludology: Scientific Measurement of User Experience in Interactive Entertainment, Blekinge Institute of Technology School of Computing. Blekinge Institute of Technology Doctoral Dissertation Series, 1653–2090
Opper E, Brehm W, Saam J (2006) Zielgruppenspezifische Interventionen: Gesundheitsprogramme [Interventions specific for target groups: Health programs]. In: Bös K, Brehm W (eds) Schorndorf: Hofmann, pp 154–166
Pfeifer K (2005) Qualitätsmanagement im Fitness- und Gesundheitssport [Qualitiy assurance in fitness and health sport]. In: Wiemeyer J, Singer R (eds) Institute for Sport Sciences, Darmstadt, pp 21–35
Robergs RA, Landwehr R (2002) The surprising history of the “HRmax=220-age” equation. Off J Am Soc Exerc Physiol 5:1–10
Roth K (1998) Wie verbessert man koordinative Fähigkeiten? Bielefelder Sport. Methoden im Sport
Sinclair J, Hingston P, Masek M (2007) Considerations for the design of exergames. Proc 5th Int Conf Comput Graph Interact Tech Aust Southeast Asia. ACM, New York, NY, USA, pp 289–295
Sinclair J, Hingston P, Masek M (2009) Exergame development using the dual flow model. Proc Sixth Australas Conf Interact Entertain - IE’09 1–7. doi:10.1145/1746050.1746061
Stolovitch HD, Thiagarajan S (1980) Frame games. Educational Technology, Englewood Cliffs
Sweetser P, Wyeth P (2005) GameFlow : a model for evaluating player enjoyment in games. Technology 3:1–24
Sygusch R, Wagner P, Janke A, Brehm W (2005) Gesundheitssport - Effekte und deren Nachhaltigkeit bei unterschiedlichem Energieverbrauch [Health-related physical exercise – effects and their sustainability depending on different energy expenditure]. Dtsch Z Sportmed 56:318–326
Tanaka H, Monahan KD, Seals DR (2001) Age-predicted maximal heart rate revisited. J Am Coll Cardiol 37:153–156
Weineck J (2000) Optimales Training [Optimal Training]. Spitta Verlag GmbH & Co. KG
World Health Organization (2009) Global Recommendations on physical activity for health
Acknowledgments
The authoring tool StoryTec used for this research has been extended by a template for exergames in the research project Motivotion60+ funded by the German Ministry of Education and Research. BalanceFit has been developed in cooperation with the Hessian Telemedia Technology and Competence Center and has been supported by the Wilhelmine-Thoß-Foundation.
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Hardy, S., Dutz, T., Wiemeyer, J. et al. Framework for personalized and adaptive game-based training programs in health sport. Multimed Tools Appl 74, 5289–5311 (2015). https://doi.org/10.1007/s11042-014-2009-z
Received:
Revised:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s11042-014-2009-z