title: Energy cost and game flow of 5 exer-games in trained players.
abstract: OBJECTIVE
  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.
  
  
  RESULTS
  Energy expenditure during game play ranged from moderate to vigorous intensity (4 - 9 MET). Participant achieved highest MET levels and game flow while playing StepMania and lowest MET levels and game flow when playing Wii Just Dance 3(®) and Kinect Dance Central™.
  
  
  CONCLUSIONS
  Game flow scores positively correlated with MET levels. Physiological measurement and game flow testing during game development may help to optimize exer-game player activity and experience.
authors.affiliation: ADAM Center, Long Island University, Brooklyn, NY, USA. sbronner@liu.edu
authors.forename: Shaw
authors.initials: S
authors.lastname: Bronner
authors.forename: Russell
authors.initials: R
authors.lastname: Pinsker
authors.forename: J Adam
authors.initials: JA
authors.lastname: Noah
mesh_terms: D000328:Adult; D003200:Computer User Training; D003258:Consumer Behavior; D004734:Energy Metabolism; D005260:Female; D006801:Humans; D008297:Male; D018910:Video Games / Q000523:psychology