The study is devoted to computer gamification of balance boards deploying Arduino microcontrollers and computer games with open source software. The research investigates 62 computer games with topics related to Olympic sports from the open Scratch-repository of programs. To evaluate computer gamification, the authors proposed recommendations to create a sequence for using games that employs technical limitations of the Rocker and Wobble balance boards; a description of game design based on the “Mechanics-Dynamics-Aesthetics” model and the “GamePlay-Bricks” model. This paper proposes to evaluate games by the following properties: informational proximity of boards to the game scenario, proximity of signals from computerized boards and signals of keyboard keys or computer mouse movements in games; proximity between the movements of the game character and the movements of the player on the board, complexity of the game scenario, methods of evaluating player results; level of game mechanics coverage, level of balance between mechanics, dynamics of game characters. Based on the recommendations, 42% of games have been selected without reprogramming each game by creating the C-program of the Arduino Leonardo microcontroller, which simulates keystrokes and computer mouse movement. The study investigated the mechanics and dynamics of games while analyzing the impact of game aesthetics on the effectiveness of board gamification was beyond the scope of this study, as was the impact of Exergame design on improving the player’s mental health, which will be the topic of further research.

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Evaluation of Exergame Adaptation of Computer Games from the Open Visual Programming Language Scratch Repository for Balance Board Gamification

  • Oleksandr Blazhko,
  • Lyudmyla Vovkochyn,
  • Asan Volkov

摘要

The study is devoted to computer gamification of balance boards deploying Arduino microcontrollers and computer games with open source software. The research investigates 62 computer games with topics related to Olympic sports from the open Scratch-repository of programs. To evaluate computer gamification, the authors proposed recommendations to create a sequence for using games that employs technical limitations of the Rocker and Wobble balance boards; a description of game design based on the “Mechanics-Dynamics-Aesthetics” model and the “GamePlay-Bricks” model. This paper proposes to evaluate games by the following properties: informational proximity of boards to the game scenario, proximity of signals from computerized boards and signals of keyboard keys or computer mouse movements in games; proximity between the movements of the game character and the movements of the player on the board, complexity of the game scenario, methods of evaluating player results; level of game mechanics coverage, level of balance between mechanics, dynamics of game characters. Based on the recommendations, 42% of games have been selected without reprogramming each game by creating the C-program of the Arduino Leonardo microcontroller, which simulates keystrokes and computer mouse movement. The study investigated the mechanics and dynamics of games while analyzing the impact of game aesthetics on the effectiveness of board gamification was beyond the scope of this study, as was the impact of Exergame design on improving the player’s mental health, which will be the topic of further research.