Music and sound in exergames

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Bibliographische Detailangaben
Deutscher übersetzter Titel:Musik und Klänge in Exergames
Autor:Wiemeyer, Josef
Erschienen in:Sportinformatik 2012 : 9. Symposium der Sektion Sportinformatik der Deutschen Vereinigung für Sportwissenschaft vom 12.-14. Sept. 2012 in Konstanz ; Beiträge
Veröffentlicht:Konstanz: 2012, S. 128-136, Lit.
Beteiligte Körperschaft:Deutsche Vereinigung für Sportwissenschaft ; Gesellschaft für Informatik
Herausgeber:Universität Konstanz
Format: Literatur (SPOLIT)
Publikationstyp: Sammelwerksbeitrag
Medienart: Elektronische Ressource (online) Gedruckte Ressource
Dokumententyp: Graue Literatur
Sprache:Englisch
Schlagworte:
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Erfassungsnummer:PU201404004111
Quelle:BISp

Abstract

Music has been applied in sport to enhance performance, for example when learning and performing perceptual-motor skills or exercising. Music can be applied asynchronous, i.e. pre-task or post-task, or synchronous, i.e., in-task.
Music and sound are also important features in digital games. Nacke (2009) confirmed significant effects of diegetic sound and nondiegetic music on Game Experience (GX). GX was measured by the Game Experience Questionnaire, electrodermal activity (skin conductance) and the EMG of facial muscles (Mm. orbicularis oculi, corrugator supercilii, zygomaticus major) when playing first-person shooter games. Besides general effects of music on GX (significant decrease of tension) and EMG (increase of muscle activities with positive valence) Nacke found specific gender effects: Female players experienced significantly less negative affects, greater challenge and less arousal, when music was present. No studies are known to the authors analysing specific effects of music on performance in exergames, i.e., digital games including whole-body movements and exercises. Therefore, the purpose of this study was to confirm the generic (non-diegetic) and explore the specific (diegetic) effects of music on game performance.