Gaming Insight: Conversion of Popular Sedentary Games into Motion-Based Form

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dc.contributor.author Dhruba, Quazi Fahim Faisal
dc.contributor.author Kabir, Md. Mohsinul
dc.date.accessioned 2020-10-27T13:44:00Z
dc.date.available 2020-10-27T13:44:00Z
dc.date.issued 2018-11-15
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S., Przybylski, A. K. (2006) Motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30, 347-365 [30] McAuley, E., Duncan, T., & Tammen, V. V. (1989). Psychometric properties of the Intrinsic Motivation Inventory in a competitive sport setting: A confirmatory factor analysis. Research Quarterly for Exercise and Sport, 60, 48-58. en_US
dc.identifier.uri http://hdl.handle.net/123456789/579
dc.description Supervised by Prof. Dr. Md. Kamrul Hasan en_US
dc.description.abstract Motion-based gaming can aptly substitute an individual’s daily exercise requirements while being a great source of entertainment. Conversion of sedentary games into motion-based form can reach more gamers who are otherwise avoiding daily exercises. However, little research has been done on the factors to be considered to retain the same popularity as sedentary games. Hence, we developed the motion-based forms of two very popular sedentary games, Flappy Bird and Temple Run. We then conducted a study, which incorporated both of the games and involved a group of participants. By analyzing the user experience through feedback and observation, we determined the key factors involved in converting conventional games into motion-based form. Our study shows that if specific considerations are made, motion-based forms of sedentary games have the potential to be more or similarly appealing to users. en_US
dc.language.iso en en_US
dc.publisher Department of Computer Science and Engineering, Islamic University of Technology, Board Bazar, Gazipur, Bangladesh en_US
dc.title Gaming Insight: Conversion of Popular Sedentary Games into Motion-Based Form en_US
dc.type Thesis en_US


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