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Diminishing the Undesirable Effects of the Computer Games with the Kinect Sensors

Year 2015, Volume: 6 Issue: 2, 149 - 172, 30.04.2015
https://doi.org/10.17569/tojqi.04209

Abstract

Abstract

 The popularity of the computer games are increasing every day. Spending time in front of the computers with almost no physical activity causes many health related problems. Recent technologies such as Kinect sensors may have the potential to reduce the physical side effects of the computer games. Nevertheless, the physical and emotional effects of playing computer games with the Kinect on users are still not clear. The effects of playing computer games with and without Kinect were compared in the study with 21 prospective teachers studying at the Education Faculty located in Zonguldak, Turkey in 2014. The mixed method research design was used to explore the research questions. The game playing motivation scale, self-reported muscular activity figure and structured interview questions were used to collect data. Besides t-test, descriptive analyses of the qualitative and quantitative data were conducted for analysis. Findings revealed that using the games with Kinect sensors improved users’ motivation and muscular activity. Also the Kinect has changed game players’ opinions on games. Further research should investigate the correlation between the motivation and emotional effects of the Kinect use on computer game players.

 Keywords: Kinect, computer games, motivation scale, physical activity

 

 

 Öz

 Her geçen gün bilgisayar oyunlarının popülaritesi artmaktadır. Bilgisayarın önünde hiçbir fiziksel hareket yapmadan oturmak birçok sağlık problemine neden olmaktadır. Son teknolojiler örneğin Kinect sensörler bilgisayar oyunlarının yan etkilerini azaltacak potansiyele sahiptir. Ne var ki, bilgisayar oyunlarını Kinect sensör ile uygulamanın fiziksel ve duygusal etkileri hala netlik kazanmamıştır. Bu araştırmada 2014 yılında Zonguldak, Türkiye’de bulunan Ereğli Eğitim Fakültesinde okumakta olan 21 öğretmen adayının Kinect sensörü kullanarak ve Kinect sensör kullanmadan bilgisayar oyunlarını oynamalarının etkileri karşılaştırılmıştır. Araştırma sorularını cevaplamak için karma araştırma deseni kullanılmıştır. Oyun motivasyon ölçeği, bireysel kas aktivite bildirim şekli ve yapılandırılmış görüşme soruları veri toplama aracı olarak kullanılmıştır. t-testin yanında, nitel ve nicel verilerin betimsel değerlendirmeleri yapılmıştır. Elde edilen bulgulara Kinect sensör ile oyun oynamanın bireylerin motivasyonunu ve kas aktivitesini artırdığını ortaya koymuştur. Ayrıca, Kinect sensörü ile oyun oynayan bireylerin oyunlara karşı fikirleri değişmiştir. İleride yapılacak olan araştırmalar Kinect sensör kullanımının bilgisayar oyunlarını oynayanların üzerindeki motivasyon ve duygusal etkilerinin korelasyonunu incelemelidir.

 Anahtar Sözcükler: Kinect, bilgisayar oyunları, motivasyon ölçeği, fiziksel aktivite

References

  • Aaras, A., Fostervold, K., Ro, O., Thoresen, M., & Larsen, S. (1997). Postural load during VDU work: A comparison between various work postures. Ergonomics, 40 (11), 1255-1268.
  • Adedoyin, R. A., Idowu, B. O., Adagunodo, R. E., Owoyomi, A. A., & Idowu, P. A. (2005). Musculoskeletal pain associated with the use of computer systems in Nigeria. Technology and Health Care, 13(2), 125-130.
  • Akdemir, O. (2008). Teaching in online courses: experiences of instructional technology faculty members, The Turkish Online Journal of Distance Education, 9(2), 97-108.
  • Burke, A., & Peper, E. (2002). Cumulative trauma disorder risk for children using computer products: results of a pilot investigation with a student convenience sample. Public Health Reports, 117(4), 350-357.
  • Chang, J., & Hongxia, Z. (2008). Analyzing online game players: from materialism and motivation to attitude. CyberPsychology & Behavior, 11(6), 711-713.
  • Chumbley, J., & Griffiths, M. (2006). Affect and the computer game player: The effect of gender, personality, and game reinforcement structure on affective responses to computer game-play. Cyberpsychology & Behavior, 9(3), 308-316.
  • Cook, C., & Kothiyal, K. (1998). Influence of mouse position on muscular activity in the neck, shoulder and arm in computer users. Applied Ergonomics, 29(6), 439-443.
  • Cook, C., Burgess-Limerick, R., & Chang, S. (2000). The prevalence of neck and upper extremity musculoskeletal symptoms in computer mouse users. International Journal of Industrial Ergonomics, 26(3), 347-356.
  • Cooper, A., & Straker, L. (1988). Mouse versus keyboard use a comparison of shoulder muscle load. International Journal of Industrial Ergonomics, 22(4-5), 351-357.
  • Fabrigar, L. R., Wegener, D. T., MacCallum, R. C., & Strahan, E. J. (1999). Evaluating the use of exploratory factor analysis in psychological research. Psychological Methods, 4(3), 272-299.
  • Field, A. (2005). Discovering statistics using SPSS (2nd ed.). London: Sage.
  • Franzblau, A., Flaschner, D., Albers, J.W., Blitz, S., Werner, R., & Armstrong, T. (1993). Medical screening of office workers for upper extremity cumulative trauma disorders. Archives of Environmental Health, 48(3), 164-170.
  • Fernström, E., & Ericson, M. O. (1997). Computer effects on mouse or Trackpoint-muscular load and operator experience. Applied Ergonomics, 28(5-6), 347-354.
  • Han, J., Shao, L., Xu, D., & Shotton, J. (2013). Enhanced computer vision with Microsoft kinect sensor: A review. IEEE Transactions on Cybernetics, 43(5), 1318-1334.
  • Harvey, R., & Peper, E. (1997). Surface electromyography and mouse use position. Ergonomics, 4(8), 781-789.
  • Lee, K. M., & Peng, W. (2006).What do we know about social and psychological effects of computer games? A comprehensive review of the current literature. In P. Vorderer & Jennings, B. (Eds.), Playing video games: Motives, responses, and consequences (pp.327-345). Mahwah, NJ: Lawrence Erlbaum Associates.
  • Lee, S., & Oh, S. (2014). A kinect sensor based windows control interface. International Journal of Control and Automation, 7(3), 113-124: http://dx.doi.org/10.14257/ijca.2014.7.3.12.
  • Olson, C. K. (2010). Childrens’s motivations for video game play in the context of normal development. Review of General Psychology, 14(2), 180-187.
  • Pasch, M., Bianchi-Berthouze, N., Dijk, B. V., & Nijholt, A. (2009). Movement-based sport video games: Investigating motivation and gaming experience. Entartainment Computing, 1(2), 49-61.
  • Wack, E., & Tantleff-Dunn, S. (2009). Relationship between electronic game play, obesity, and psychosocial functioning in young men. CyberPsychology & Behavior, 12(2), 241-244. doi: 10.1089/cpb.2008.0151.
  • Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772-773.
  • Zhang, Z. (2012). Microsoft kinect sensor and its effect. MultiMedia, IEEE, 19(2), 4-10.

Diminishing the Undesirable Effects of the Computer Games with the Kinect Sensors

Year 2015, Volume: 6 Issue: 2, 149 - 172, 30.04.2015
https://doi.org/10.17569/tojqi.04209

Abstract

Abstract

 The popularity of the computer games are increasing every day. Spending time in front of the computers with almost no physical activity causes many health related problems. Recent technologies such as Kinect sensors may have the potential to reduce the physical side effects of the computer games. Nevertheless, the physical and emotional effects of playing computer games with the Kinect on users are still not clear. The effects of playing computer games with and without Kinect were compared in the study with 21 prospective teachers studying at the Education Faculty located in Zonguldak, Turkey in 2014. The mixed method research design was used to explore the research questions. The game playing motivation scale, self-reported muscular activity figure and structured interview questions were used to collect data. Besides t-test, descriptive analyses of the qualitative and quantitative data were conducted for analysis. Findings revealed that using the games with Kinect sensors improved users’ motivation and muscular activity. Also the Kinect has changed game players’ opinions on games. Further research should investigate the correlation between the motivation and emotional effects of the Kinect use on computer game players.

 Keywords: Kinect, computer games, motivation scale, physical activity

 

 

 Öz

 Her geçen gün bilgisayar oyunlarının popülaritesi artmaktadır. Bilgisayarın önünde hiçbir fiziksel hareket yapmadan oturmak birçok sağlık problemine neden olmaktadır. Son teknolojiler örneğin Kinect sensörler bilgisayar oyunlarının yan etkilerini azaltacak potansiyele sahiptir. Ne var ki, bilgisayar oyunlarını Kinect sensör ile uygulamanın fiziksel ve duygusal etkileri hala netlik kazanmamıştır. Bu araştırmada 2014 yılında Zonguldak, Türkiye’de bulunan Ereğli Eğitim Fakültesinde okumakta olan 21 öğretmen adayının Kinect sensörü kullanarak ve Kinect sensör kullanmadan bilgisayar oyunlarını oynamalarının etkileri karşılaştırılmıştır. Araştırma sorularını cevaplamak için karma araştırma deseni kullanılmıştır. Oyun motivasyon ölçeği, bireysel kas aktivite bildirim şekli ve yapılandırılmış görüşme soruları veri toplama aracı olarak kullanılmıştır. t-testin yanında, nitel ve nicel verilerin betimsel değerlendirmeleri yapılmıştır. Elde edilen bulgulara Kinect sensör ile oyun oynamanın bireylerin motivasyonunu ve kas aktivitesini artırdığını ortaya koymuştur. Ayrıca, Kinect sensörü ile oyun oynayan bireylerin oyunlara karşı fikirleri değişmiştir. İleride yapılacak olan araştırmalar Kinect sensör kullanımının bilgisayar oyunlarını oynayanların üzerindeki motivasyon ve duygusal etkilerinin korelasyonunu incelemelidir.

 Anahtar Sözcükler: Kinect, bilgisayar oyunları, motivasyon ölçeği, fiziksel aktivite

References

  • Aaras, A., Fostervold, K., Ro, O., Thoresen, M., & Larsen, S. (1997). Postural load during VDU work: A comparison between various work postures. Ergonomics, 40 (11), 1255-1268.
  • Adedoyin, R. A., Idowu, B. O., Adagunodo, R. E., Owoyomi, A. A., & Idowu, P. A. (2005). Musculoskeletal pain associated with the use of computer systems in Nigeria. Technology and Health Care, 13(2), 125-130.
  • Akdemir, O. (2008). Teaching in online courses: experiences of instructional technology faculty members, The Turkish Online Journal of Distance Education, 9(2), 97-108.
  • Burke, A., & Peper, E. (2002). Cumulative trauma disorder risk for children using computer products: results of a pilot investigation with a student convenience sample. Public Health Reports, 117(4), 350-357.
  • Chang, J., & Hongxia, Z. (2008). Analyzing online game players: from materialism and motivation to attitude. CyberPsychology & Behavior, 11(6), 711-713.
  • Chumbley, J., & Griffiths, M. (2006). Affect and the computer game player: The effect of gender, personality, and game reinforcement structure on affective responses to computer game-play. Cyberpsychology & Behavior, 9(3), 308-316.
  • Cook, C., & Kothiyal, K. (1998). Influence of mouse position on muscular activity in the neck, shoulder and arm in computer users. Applied Ergonomics, 29(6), 439-443.
  • Cook, C., Burgess-Limerick, R., & Chang, S. (2000). The prevalence of neck and upper extremity musculoskeletal symptoms in computer mouse users. International Journal of Industrial Ergonomics, 26(3), 347-356.
  • Cooper, A., & Straker, L. (1988). Mouse versus keyboard use a comparison of shoulder muscle load. International Journal of Industrial Ergonomics, 22(4-5), 351-357.
  • Fabrigar, L. R., Wegener, D. T., MacCallum, R. C., & Strahan, E. J. (1999). Evaluating the use of exploratory factor analysis in psychological research. Psychological Methods, 4(3), 272-299.
  • Field, A. (2005). Discovering statistics using SPSS (2nd ed.). London: Sage.
  • Franzblau, A., Flaschner, D., Albers, J.W., Blitz, S., Werner, R., & Armstrong, T. (1993). Medical screening of office workers for upper extremity cumulative trauma disorders. Archives of Environmental Health, 48(3), 164-170.
  • Fernström, E., & Ericson, M. O. (1997). Computer effects on mouse or Trackpoint-muscular load and operator experience. Applied Ergonomics, 28(5-6), 347-354.
  • Han, J., Shao, L., Xu, D., & Shotton, J. (2013). Enhanced computer vision with Microsoft kinect sensor: A review. IEEE Transactions on Cybernetics, 43(5), 1318-1334.
  • Harvey, R., & Peper, E. (1997). Surface electromyography and mouse use position. Ergonomics, 4(8), 781-789.
  • Lee, K. M., & Peng, W. (2006).What do we know about social and psychological effects of computer games? A comprehensive review of the current literature. In P. Vorderer & Jennings, B. (Eds.), Playing video games: Motives, responses, and consequences (pp.327-345). Mahwah, NJ: Lawrence Erlbaum Associates.
  • Lee, S., & Oh, S. (2014). A kinect sensor based windows control interface. International Journal of Control and Automation, 7(3), 113-124: http://dx.doi.org/10.14257/ijca.2014.7.3.12.
  • Olson, C. K. (2010). Childrens’s motivations for video game play in the context of normal development. Review of General Psychology, 14(2), 180-187.
  • Pasch, M., Bianchi-Berthouze, N., Dijk, B. V., & Nijholt, A. (2009). Movement-based sport video games: Investigating motivation and gaming experience. Entartainment Computing, 1(2), 49-61.
  • Wack, E., & Tantleff-Dunn, S. (2009). Relationship between electronic game play, obesity, and psychosocial functioning in young men. CyberPsychology & Behavior, 12(2), 241-244. doi: 10.1089/cpb.2008.0151.
  • Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772-773.
  • Zhang, Z. (2012). Microsoft kinect sensor and its effect. MultiMedia, IEEE, 19(2), 4-10.
There are 22 citations in total.

Details

Primary Language English
Journal Section Articles
Authors

Ömür Akdemir

Ömer Faruk Vural This is me

Özgür Murat Çolakoğlu This is me

Gürkay Birinci

Publication Date April 30, 2015
Submission Date May 3, 2015
Published in Issue Year 2015 Volume: 6 Issue: 2

Cite

APA Akdemir, Ö., Vural, Ö. F., Çolakoğlu, Ö. M., Birinci, G. (2015). Diminishing the Undesirable Effects of the Computer Games with the Kinect Sensors. Turkish Online Journal of Qualitative Inquiry, 6(2), 149-172. https://doi.org/10.17569/tojqi.04209
AMA Akdemir Ö, Vural ÖF, Çolakoğlu ÖM, Birinci G. Diminishing the Undesirable Effects of the Computer Games with the Kinect Sensors. TOJQI. May 2015;6(2):149-172. doi:10.17569/tojqi.04209
Chicago Akdemir, Ömür, Ömer Faruk Vural, Özgür Murat Çolakoğlu, and Gürkay Birinci. “Diminishing the Undesirable Effects of the Computer Games With the Kinect Sensors”. Turkish Online Journal of Qualitative Inquiry 6, no. 2 (May 2015): 149-72. https://doi.org/10.17569/tojqi.04209.
EndNote Akdemir Ö, Vural ÖF, Çolakoğlu ÖM, Birinci G (May 1, 2015) Diminishing the Undesirable Effects of the Computer Games with the Kinect Sensors. Turkish Online Journal of Qualitative Inquiry 6 2 149–172.
IEEE Ö. Akdemir, Ö. F. Vural, Ö. M. Çolakoğlu, and G. Birinci, “Diminishing the Undesirable Effects of the Computer Games with the Kinect Sensors”, TOJQI, vol. 6, no. 2, pp. 149–172, 2015, doi: 10.17569/tojqi.04209.
ISNAD Akdemir, Ömür et al. “Diminishing the Undesirable Effects of the Computer Games With the Kinect Sensors”. Turkish Online Journal of Qualitative Inquiry 6/2 (May 2015), 149-172. https://doi.org/10.17569/tojqi.04209.
JAMA Akdemir Ö, Vural ÖF, Çolakoğlu ÖM, Birinci G. Diminishing the Undesirable Effects of the Computer Games with the Kinect Sensors. TOJQI. 2015;6:149–172.
MLA Akdemir, Ömür et al. “Diminishing the Undesirable Effects of the Computer Games With the Kinect Sensors”. Turkish Online Journal of Qualitative Inquiry, vol. 6, no. 2, 2015, pp. 149-72, doi:10.17569/tojqi.04209.
Vancouver Akdemir Ö, Vural ÖF, Çolakoğlu ÖM, Birinci G. Diminishing the Undesirable Effects of the Computer Games with the Kinect Sensors. TOJQI. 2015;6(2):149-72.