Objectives: Exer-games and virtual reality offer alternative opportunities to provide neuro-rehabilitation and exercise that are fun. Our goal was to determine how effective they are in achieving motor learning goals and fitness benefits as players gain experience.
Design: We employed a repeated measures design to determine changes in physical exertion and engagement with training.
Objectives: To determine energy expenditure and player experience in exer-games designed for novel platforms.
Methods: Energy cost of 7 trained players was measured in 5 music-based exer-games. Participants answered a questionnaire about "game flow," experience of enjoyment, and immersion in game play.