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| CATEGORY | DESCRIPTION | Wii Fit (Wii) | EA Sports Active (Wii) | Wii Sports (Wii) | Rockband (360) | Konami DDR (PS2) | Eyetoy Kenetic (PS2) | A "Perfect" Exergame |
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| | TYPE OF EXERGAME | Workout Exergame | Workout Exergame | Control Exergame | Rhythm Exergame | Rhythm Exergame | Control Exergame | ? |
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| GAME PLAY | The overall quality and "fun" factor of the game. Are the challenges in the game balanced, well designed and engaging. | 4 | 2 | 5 | 6 | 6 | 5 | 7 |
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| INTERFACE | Does the game’s interface/s, allow an immersive, seamless and accurate response between the user and the game - Wiimotes, balance board, camera, interactive screen, exercise equipment etc. | 4 | 4 | 3 | 7 | 6 | 4 | 7 |
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| EXERCISE | How much physical energy is required to complete the challenges or mini-games (approximate average result) | 4 | 4 | 3 | 1 | 5 | 6 | 7 |
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| PRIMARY SCORES | Exergames : Require elements of exercise and games that are combined in a positive experience | 12 | 10 | 11 | FAIL : Minimum Exercise Score = 3 | 17 | 15 | 21 |
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| CUSTOM-ISATION | Can ‘game play’ aspects be altered and reorganised to suit the player’s preferences (e.g. can you customize your avatar, can you choose which exercises to combine) | 4 | 4 | 2 | 2 | 2 | 4 | 7 |
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| ACCESS-IBILITY | Does the game allow for a player of any skill level to take part, and does the game scale in difficulty with the players increasing skills and abilities. | 6 | 4 | 5 | 6 | 5 | 4 | 7 |
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| BIOMETRIC FEEDBACK | Is the player able to view, store and retrieve fitness, health and competition data from the game (e.g. the players score, their BMI, skill level graphs, etc) | 5 | 5 | 2 | 1 | 3 | 4 | 7 |
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| INTER-VENTION CAPACITY | Does the game promote interest in pursuing conventional exercise or activity as a result of participation in the Exergaming experience (e.g. Does Wii Tennis encourage the player to try real tennis) | 5 | 5 | 5 | 3 | 3 | 4 | 7 |
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| SOCIAL-ISATION | Does the game offer local and online multiplayer or cooperative play, which offers support & socialization between players. | 1 | 2 | 3 | 4 | 4 | 2 | 7 |
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| SUSTAIN-ABLE | Does the overall exercise and gaming experience lead the user to desire repetion of the experience. This factor is the ability gain health benefits through prolonged use. | 2 | 2 | 2 | 6 | 5 | 5 | 7 |
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| SAFETY | A genuine effort to outline how to safely utilize the product/service that is understood by any and all participants, and is the product robust and reliable to suit its purpose. | 5 | 4 | 3 | 5 | 5 | 4 | 7 |
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| SECONDARY SCORES | Exergames : Have individual attributes indicating effectiveness in different areas | 28 | 26 | 22 | 27 | 27 | 27 | 49 |
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| EXERGAME EXPERIENCE RATING | | 57% | 51% | 47% | - | 63% | 60% | 100% |
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