Movement-based Sports Video Games: Investigating Motivation and Gaming Experience

Marco Pasch, Nadia Bianchi-Berthouze, Betsy van Dijk, Anton Nijholt (Editor)

    Research output: Contribution to journalArticleAcademicpeer-review

    104 Citations (Scopus)


    Video game consoles that enable gamers to use active body movements are becoming increasingly popular. Yet, little is known about the influence of movement on how gamers experience such games. This study takes an exploratory approach, using different data collection methods. A theory about the relationship between body movement and gaming experience emerges through the systematic collection and analysis of data obtained from interviews, questionnaires, video observations and a motion capture system. A Grounded Theory analysis of the interviews reveals two distinct motivations (to achieve and to relax) with which gamers approach such games, together with two corresponding movement control strategies. Four movement-specific items are found to influence immersion in movement-based interaction: natural control, mimicry of movements, proprioceptive feedback, and physical challenge. These results are verified by exploiting the movement patterns of gamers playing the Nintendo Wii Boxing game. This theory others insights to game designers as to how to design future generations of movement-based games. Whilst a controller that leaves more space for appropriation can be appealing to a larger population, its design may fail to promote and motivate physical activity and emotional well-being.
    Original languageEnglish
    Pages (from-to)49-61
    Number of pages13
    JournalEntertainment computing
    Issue number2
    Publication statusPublished - 1 Dec 2009


    • Physical Activity
    • EWI-16050
    • HMI-HF: Human Factors
    • METIS-265227
    • IR-68742
    • Whole-Body Sports Games
    • Exertion
    • Immersion
    • Movement-based Interaction
    • Gaming Experience
    • Emotion
    • Body Movement Patterns


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