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dc.contributor.advisorKoskimaa, Raine.
dc.contributor.advisorKovala, Urpo.
dc.contributor.authorZanardi de Toledo, Patricia
dc.date.accessioned2015-04-01T07:40:46Z
dc.date.available2015-04-01T07:40:46Z
dc.date.issued2014
dc.identifier.otheroai:jykdok.linneanet.fi:1469107
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/45587
dc.description.abstractThe focus of this research is to make an analysis of the experiences of Xbox Kinect Zumba game players in correlation to the real Zumba classes. Through the observation of the Zumba game, specifically using the Xbox Kinect motion detection technology, the researcher intends to create a user experience similar to the real classroom experience and/or create a situation pleasant enough to interest the subjects in real Zumba classes or further game playing, despite of their preconceptions about the game/activity. Negative results will be used to pinpoint what is lacking in this situation and environment to achieve the level of comfort and enjoyment required. The researcher intends to show that exergames are ideal replacements for fitness activities for individuals unable to attend fitness facilities and they might increase the interest and self-assurance of the players in taking part of the real life activity. This research intends to deepen the previous work done by Ahonen (2012), focusing on a more specific game and technology and restricting the external influences in game playing. By doing so, the researcher intends to demonstrate that the negative results described by Ahonen were influenced by other factors not related to exergames and that further research deems necessary. This research will also open the doors for a better understanding of exergames and their importance in the fitness and health structure of future generations. It will also allow further longitudinal research to be done on the consequences of extended usage of exergames as fitness and health contributors.en
dc.format.extent1 verkkoaineisto (95 sivua)
dc.language.isoeng
dc.rightsThis publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.en
dc.rightsJulkaisu on tekijänoikeussäännösten alainen. Teosta voi lukea ja tulostaa henkilökohtaista käyttöä varten. Käyttö kaupallisiin tarkoituksiin on kielletty.fi
dc.subject.otherKinect
dc.subject.otherXbox
dc.titleStudy of Zumba game playing experience, related to previous knowledge of Zumba
dc.identifier.urnURN:NBN:fi:jyu-201504011535
dc.type.ontasotPro gradufi
dc.type.ontasotMaster's thesisen
dc.contributor.tiedekuntaHumanistinen tiedekuntafi
dc.contributor.tiedekuntaFaculty of Humanitiesen
dc.contributor.laitosTaiteiden ja kulttuurin tutkimuksen laitosfi
dc.contributor.laitosDepartment of Art and Cultural Studiesen
dc.contributor.yliopistoUniversity of Jyväskyläen
dc.contributor.yliopistoJyväskylän yliopistofi
dc.contributor.oppiaineDigital Culture (maisteriohjelma)fi
dc.contributor.oppiaineInternational Master's Degree Programme in Digital Cultureen
dc.date.updated2015-04-01T07:40:46Z
dc.rights.accesslevelopenAccessfi
dc.contributor.oppiainekoodi319
dc.subject.ysokuntoliikunta
dc.subject.ysopelit
dc.subject.ysourheilupelit
dc.subject.ysodigitaaliset pelit
dc.subject.ysopelaajat
dc.subject.ysokäyttäjätutkimus
dc.subject.ysozumba


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