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Do player performance, real sport experience, and gender affect movement patterns during equivalent exergame?

Pooya SoltaniPedro FigueiredoRicardo Jorge FernandesJoão Paulo Vilas-Boas
Published in: Comput. Hum. Behav. (2016)
Keyphrases
  • movement patterns
  • real world
  • databases
  • spatio temporal
  • real life
  • game players
  • real time
  • data sets
  • knowledge base
  • three dimensional
  • moving objects
  • user experience
  • internet usage