Projects 2010 > Biofeedback in Gaming > Journal
Recently I have been investigating how to design a study that researches some of the questions posed in the aforementioned journal entry. I have been doing so with the help of a friend who is a professional academic researcher.
Our concept question is currently: “What are the most effective exercise routines and conditions for a designer to incorporate heart rate biometrics into an active videogame?”
Within this we have devised three sub-questions that will drive the research study.
Research Question 1: Are there differences between types of heart rate increasing exercises (e.g. shadow boxing, sprinting on spot, star jumps etc) and which is the most effective for what?
Research Question 2: What is the optimal time of the defined exercises for heart rate changes (both increase and decrease)?
Research Question 3: Is there a difference between game-based and non game-based instruction when setting exercises and measuring the heart rate incline/decline? (I.e. are games intrinsically more motivating?)
We have made significant progress with the study design; however I will not post it up just yet as it is not quite finished. In order to help address research question three, part of the study design currently involves using existing game based products as a mode of instruction, therefore there are still a few logistical issues left to iron out in regards to activity type, duration, etc. Watch this space.