Dance Dance Revolution is a pioneering exergame which has attracted considerable interest for its potential to promote regular\r\nexercise and its associated health benefits. The advent of a range of different consumer body motion tracking video game console\r\nperipherals raises the question whether their different technological affordances (i.e., variations in the type and number of body\r\nlimbs that they can track) influence the user experience while playing dance-based exergames both in terms of the level of physical\r\nexertion and the nature of the play experience. To investigate these issues a group of subjects performed a total of six comparable\r\ndance routines selected from commercial dance-based exergames (two routines from each game) on three different consoles.\r\nThe subjects� level of physical exertion was assessed by measuring oxygen consumption and heart rate. They also reported their\r\nperceived level of exertion, difficulty, and enjoyment ratings after completing each dance routine. No differences were found in the\r\nphysiological measures of exertion between the peripherals/consoles. However, there were significant variations in the difficulty\r\nand enjoyment ratings between peripherals. The design implications of these results are discussed including the tension between\r\nhelping to guide and coordinate player movement versus offering greater movement flexibility.
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