Feltz et al. 2012 [34]
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1) heart rate
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EyeToy: Kinetic on PlayStation 2, 5 different plank positions
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a) low discrepancy partnered (1:1.01 in persistence) b) moderate discrepancy partnered (1:1.4 in persistence) c) high discrepancy partnered (1:2 in persistence) d) individual control
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1) higher heart rate in partnered conditions (a, b, c) compared to individual control (d)
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Ganesh et al. 2014 [27]
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1) mean distance to target 2) learning (reduction of mean distance to target)
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tracking task
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absence of connection forces vs. presence of connection forces appearing as (a,c,d,e,f), control group (b) a) novice-novice interaction (20 participants) b) solo (10) c) force-playback (10) d) trajectory-playback (14) e) expert connect (10) f) target connect (10)
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1) novice-novice interaction (a) improved the task performance whether the partner performance was better or worse than the individual performance; highest improvement with stiffness K=120 N/m compared to K=60 N/m or K=180 N/m; force-playback (c) significantly different to novice-novice interaction (a); trajectory-playback, expert connect and target connect (d,e,f) improved the task performance, but significantly less than novice-novice interaction (a); condition (a,c,d) affects behavior; partner performance affects behaviour; target connect (f) performance improvement less then expert connect(e) 2) novice-novice interaction (a) achieved significantly better performance intermittently interacting with a partner compared to solo (b) condition
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Goršič et al. 2017 [31]
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1) root-mean-square (RMS) value of hand velocity 2) mean absolute values of hand velocity
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Pong
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a) single-player game b) competitive game c) cooperative game with split field d) cooperative game with shared field
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1) competitive play (b) higher RMS value than in other modes (a,c,d) 2) competitive play (b) higher mean absolute value of hand velocity than in other modes (a,c,d)
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Goršič et al. 2017 [32]
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1) root-mean-square (RMS) value of velocity
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Pong Game
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a) competition session 1 b) competition session 2 c) competition session 3 d) single-player
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home rehabilitation group: 1) single-player (d) lower RMS than in other modes (a,b,c) clinical environment group: 1) no difference
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Goršič et al. 2017 [33]
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1) root-mean-square (RMS) of velocity
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Pong game
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a) no difficulty adaptation b) manual difficulty adaptation c) automatic difficulty adaptation
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1) no statistical test
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Johnson et al. 2008 [28]
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1) game performance 2) total reach displacement 3) movement smoothness 4) peak velocity 5) movement time
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tic-tac-toe
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a) single-player PC b) multiplayer robotic with aid of a game camera c) multiplayer robotic with aid of a game camera and audio d) multiplayer robotic with aid of a game camera, a user camera and audio
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1) game performance influenced motivation 2) no significant difference between multiplayer robotic with aid of a game camera (b) and multiplayer robotic with aid of a game camera, a user camera and audio (d) 3) no significant difference between (b) and (d) 4) no significant difference between (b) and (d)
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Mace et al. 2017 [29]
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1) score 2) target tracking 3) stability 4) effort 5) smoothness
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BalloonBuddies
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a) single-player b) dual-player
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healthy-healthy experiment: 1) no significant difference 2) accuracy decreased in dual-player condition (b) compared to single-player (a) 3) no significant difference 4) playing with a better partner significantly reduces the effort for the worse performing partners and vice versa for the better partner 5) no significant difference patient-expert experiment: 1-3) patient improved in score, accuracy and stability4-5) little association between patient performance and the effect of dual-player mode (b) on effort or smoothness
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Novak et al. 2014 [30]
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1) game scores
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Air hockey
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a) single-player b) competitive Interaction c) cooperative Interaction
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1) 19 of the 30 subjects scored higher than the computer in the single-player mode, on average scoring 2.0 points more than the computer in single-player (a); by definition, 15 subjects won and 15 lost in the competitive mode (b), with the mean difference between subjects of 17.7 points; all subjects scored higher than the computer in the cooperative mode (c), with each pair on average winning by 16.3 points
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Peng and Crouse 2013 [35]
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1) physical exertion
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Space Pop mini-game in Kinetic Adventures
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a) single-player b) cooperate with friend or stranger; same space c) compete with a friend or stranger; separate spaces
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1) significant more physical exertion in single-player (a) than cooperative mode (b); no significant difference between single-player (a) and competitive group (c)
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Peng and Hsieh 2012 [36]
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1) game performance
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Balloon Popping game
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a) compete with friend b) compete with stranger c) cooperate with friend d) cooperate with stranger
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1) no effect in performance regarding mode (competition a, b versus cooperation c, d) or relationship (friend a, c versus stranger b, d)
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Staiano et al. 2012 [25]
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1) energy expenditure dependency on subsets of intrinsic motivation (sensory immersion, control/choice, challenge/optimal difficulty, goal setting, and feedback) and psychological attraction
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Nintendo Wii Exergame: “The Wii Active game”
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a) cooperative interaction b) competitive Interaction
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1) high levels of intrinsic motivation due to control/choice predicted high amounts of energy expenditure (a, b); high levels of motivation due to goal setting and sensory immersion predicted lower amounts of energy expenditure; psychological attraction to game play did not significantly predict energy expenditure
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Staiano et al. 2013 [26]
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1) weight change
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Nintendo Wii Active Exergame
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a) competitive exergame b) cooperative exergame c) control group (no exergaming)
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1) cooperative group (b) lost significantly more weight than the control group (c), competitive group (a) did not significantly differ from the other groups (b, c)
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Verhoeven et al. 2015 [24]
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1) energy expenditure
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Kinect Sports (boxing, bowling, tennis, baseball, golf), Just Dance 3
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a) single-player mode b) two-player mode
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1) children consumed more energy in a two-player mode (b) than in a single-player mode (a); no sex differences were found; children consumed significantly more energy in a two-player mode (b) when playing boxing, tennis, and dancing and vice versa when bowling
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