Raine Kajastila, Perttu Hämäläinen
The past decade has brought about interesting developments in combining video games, sports, and exercise. Motion games, also known as exergames or active video games, have become mainstream thanks to technologies like Microsoft Kinect, PlayStation Move, and Nintendo Wii. Unfortunately, commercial games are often optimized for an average customer facing a television in an average living room, which limits the variety and intensity of movements. This is a constraint for effective exercise and hinders the learning of real sports skills while playing motion games. We argue that a way to support vigorous physical exercise and learning sports-related skills is…
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