Anna Lisa Martin-Niedecken

Anna Lisa Martin-Niedecken
Zürcher Hochschule der Künste | ZHdK · Department of Design, Institute for Design Research & Digital Health Design Living Lab

Professor

About

60
Publications
14,909
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663
Citations
Additional affiliations
January 2010 - December 2012
Technische Universität Darmstadt
Position
  • Scholar

Publications

Publications (60)
Conference Paper
Healthcare decisions require consideration of the values of all involved parties. Decision aids play a crucial role in eliciting and addressing individual preferences and values. Designing tailored decision aids necessitates interdisciplinary approaches and patient and public involvement (PPI) to ensure solutions align with real-world needs. The on...
Article
Full-text available
Background. Exergames are often regarded as innovative tools to promote physical activity. This study assesses whether a 3-month school-based exergaming intervention affects students’ physical self-concept (PSC) and whether “gender,” “body mass index (BMI),” “waist-to-height ratio (WHtR),” “weekly activity level,” “VO2max,” and “interest in sports”...
Article
Aims: To examine the effects of a home-based exergame training over 6 weeks on cardio-metabolic and cognitive health, as well as training adherence, in physically inactive individuals. Materials and methods: Twenty participants were equipped with an exergame system specifically designed for use at home. Each participant performed at least three...
Chapter
Exergames are often considered an intriguing opportunity for promoting physical activity (PA) among various target groups. However, due to the large number of diverse products currently available under the term “exergames”, it is not appropriate to label exergames per se as promising tools for addressing physical inactivity. In this chapter, the au...
Article
Full-text available
Introduction: Team sports athletes need excellent perceptual-cognitive skills, particularly executive functions (EF) to strategically perform on the field. The transfer effect of cognitive training might be accomplished by the inclusion of cognitive stimuli into a physically active environment as these couplings are required in real game situations...
Chapter
Today’s widespread social tendency towards physical inactivity is being accompanied by a call for alternative, innovative methods that provide easy access and adherence to a physically active lifestyle. Over the years, exergames have established themselves as promising training tools. Numerous studies have verified the potential of exergames to imp...
Article
Full-text available
Acute bouts of physical exercise have the potential to benefit children's cognition. Inconsistent evidence calls for systematic investigations of dose–response relations between quantitative (intensity and duration) and qualitative (modality) exercise characteristics. Thus, in this study the optimal duration of an acute cognitively challenging phys...
Article
Full-text available
Acute bouts of exercise have the potential to benefit children's cognition. Inconsistent evidence on the role of qualitative exercise task characteristics calls for further investigation of the cognitive challenge level in exercise. Thus, the study aim was to investigate which "dose" of cognitive challenge in acute exercise benefits children's cogn...
Article
Full-text available
This study assessed whether a high-intensity exergame represents an enjoyable training tool for children in the elementary school setting. Furthermore, it evaluated whether gender, body mass index (BMI), waist-to-height ratio (WHtR), fitness level, weekly physical activity level, and general interest in sports moderate perceived enjoyment during th...
Article
Full-text available
Background: With more than 1.4 billion adults worldwide classified as physically inactive, physical inactivity is a public health crisis leading to an increased risk of cardiometabolic diseases. Motivating and engaging training strategies are needed to tackle this public health crisis. Studies have shown that exergames, games controlled by active b...
Article
Full-text available
Background Exergames are playful technology-based exercise programs. They train physical and cognitive functions to preserve independence in older adults (OAs) with disabilities in daily activities and may reduce their risk of falling. This study gathered in-depth knowledge and understanding of three different user groups’ experiences in and releva...
Article
Regelmäßiges, zielgerichtetes körperliches Training hat einen vielfachen Nutzen für die Gesundheit des Menschen. Digital unterstütztes Training ist für bestimmte Zielgruppen besonders attraktiv und unterstützt eine Verhaltensveränderung. Ziel der vorliegenden Untersuchung ist es, Chancen und Herausforderungen der Digitalisierung des Trainings in Fi...
Article
Funding Acknowledgements Type of funding sources: None. Introduction Exergames are interactive video games that require the player to move their body to progress through the game. Even though numerous studies have determined a higher exercise intensity in exergames compared to sedentary videogames, the literature remains equivocal as to whether ex...
Article
Full-text available
This study aimed to investigate the effects of a school-based exergame intervention on anthropometric parameters and physical fitness. Fifty-eight students (10.4 � 0.8 years; 48% girls) were randomized into an intervention (IG) and a control (CG) group. Both groups participated in regular physical education classes during the three-month interventi...
Article
Full-text available
Introduction The present study assessed if an exercise session in an innovative exergame can modulate hemodynamic reactivity to a cold pressor test (CPT) to a similar extent as a typical moderate endurance training (ET). Furthermore, cardiorespiratory, and affective responses of an exergame session and an ET were compared. Methods Twenty-seven hea...
Article
Full-text available
The present randomized crossover study aimed to determine whether an exergaming session in an innovative, functional fitness game could be an effective exercise approach that elicits favorable blood pressure (BP) responses, such as a typical moderate endurance exercise (ET). Therefore, acute hemodynamic responses after a training session in the Exe...
Article
Objective: Acute and regular moderate-intensity endurance exercise (MIEE) is known to positively affect vascular function. The present study assessed if an exercise session in an innovative exergame called the ExerCube can induce similar vascular reactions as an MIEE session. Materials and Methods: Twenty-eight healthy recreationally active partici...
Poster
Full-text available
Exergames profit from bodily action sounds. How can these action sounds be designed in order to enhance flow, motivation and self-competence in heterogeneous player groups? Mainstream film & game sound define our listening expectations and interpretation and provide a huge collection of sound design "success cases". How can successful mainstream so...
Article
Objective: The purpose of this study was to assess psychological and physiological responses to an exergaming session in the ExerCube (EX) and compare them with the responses of a moderate endurance run (ER). Materials and Methods: Twenty-eight healthy adults (13 women) aged 24.8 ± 3.8 years took part in this study. The first test day, participant...
Article
Full-text available
Due to long periods of sedentary behavior, and unhealthy diets gamers and esports players are at risk for numerous chronic diseases and all-cause mortality. Health research has started addressing the public health implications of the esports phenomenon, drawing a bleak picture of this megatrend. However, instead of just highlighting adverse public...
Article
Exergames may offer novel opportunities to expand physical activity. Most games, however, only result in low to moderate-intensity activities that are too low to allow relevant physical adjustments. In the present study, the exercise intensity of a new, heart rate controlled, functional fitness game was assessed. 28 subjects (aged 24.8±3.8 yrs; 46%...
Chapter
E-Sportler sind beim täglichen Training und während der Wettkämpfe regelmäßig unterschiedlichsten physischen, kognitiven und mentalen Belastungen ausgesetzt. Der durchschnittliche E-Sport-Athlet verbringt täglich viele Stunden sitzend vor dem Bildschirm. Der Mangel an körperlicher Aktivität, die hohe kognitive und mentale Belastung und die dabei me...
Article
Full-text available
Physical inactivity remains one of the biggest societal challenges of the 21st century. The gaming industry and the fitness sector have responded to this alarming fact with game-based or gamified training scenarios and thus established the promising trend of exergaming. Exergames—games played with the (whole) body as physical input—have been extoll...
Conference Paper
Full-text available
Workplace health promotion is widely discussed but hard to apply sustainably. Short active breaks, especially for sedentary workers, might not only reduce the risk of cardiovascular and metabolic diseases, but also boost cognitive performance. Certain cognitive functions, e.g. executive functions, have been shown to be enhanced after acute physical...
Poster
Full-text available
Exergames are a new generation of interactive video games that stimulate an active, whole-body gaming experience. By combining electronic entertainment with physical exercise, exergames offer novel opportunities to expand physical activity in different age groups and settings. Even though, studies have found a significant increase in energy expendi...
Conference Paper
Full-text available
Sustainable water resources management is a challenge worldwide. The aquifer system of the North China Plain is a severe example. Population growth, intensification of agriculture, and modified water availability due to climate change have led to over-abstraction of groundwater, with consequences such as soil subsidence, increase of pumping costs a...
Article
Full-text available
Regular physical activity is crucial for a physically and mentally healthy lifestyle. Training methods such as high-intensity interval training (HIIT) have become increasingly popular as they enable substantial training effects in little time. HIIT typically involves recurring short phases of close-to-maximal exercise intensity, interspersed with l...
Article
Full-text available
Background Multiple sclerosis (MS) is a chronic inflammatory disease of the central nervous system. Patients with MS experience a wide range of physical and cognitive dysfunctions that affect their quality of life. A promising training approach that concurrently trains physical and cognitive functions is video game–based physical exercising (ie, ex...
Preprint
BACKGROUND Multiple sclerosis (MS) is a chronic inflammatory disease of the central nervous system. Patients with MS experience a wide range of physical and cognitive dysfunctions that affect their quality of life. A promising training approach that concurrently trains physical and cognitive functions is video game–based physical exercising (ie, ex...
Preprint
Full-text available
There is mounting evidence acknowledging that embodiment is foundational to cognition. In HCI, this understanding has been incorporated in concepts like embodied interaction , bodily play, and natural user-interfaces. However, while embodied cognition suggests a strong connection between motor activity and memory, we find the design of technologica...
Article
Full-text available
The phenomenon of eSports is omnipresent today. International championships and their competitive athletes thrill millions of spectators who watch as eSports athletes and their teams try to improve and outperform each other. In order to achieve the necessary cognitive and physical top form and to counteract general health problems caused by several...
Poster
Full-text available
Exergames and social physical play have many benefits, yet most exertion games have focused on singleplayer experiences or support only a veneer of social play affordances. The challenge remains: How can one design well-balanced exergames that are fun, an effective workout, AND a rich social experience for co-located players? The poster summarizes...
Conference Paper
Despite many benefits of playing and exercising together in terms of motivation, engagement, and social relationships, many exergames are designed to be single player, while others implement only a facade of social play (e.g., leaderboards). The challenge remains: how can exergames be designed to balance fun, exertion, and social connection? In thi...
Conference Paper
Today's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of body, controller, and game scen...
Conference Paper
Childhood obesity is one of the greatest public health challenges of the 21st century, although it could easily be prevented by regular physical activity. Exergames have been applauded for their potential to counteract this tendency in a playful and motivating manner. However, current solutions often lack a user-centered, interdisciplinary design a...
Chapter
Exergames have advanced from a trend of the entertainment industry to serious training applications. Nowadays body-centered games can be played at home, as well as in the gym, and provide an effective and motivating workout experience for the player. However, existing solutions often lack a symbiotic and user-centered design approach encompassing t...
Article
Full-text available
Although the health benefits of physical activity and exercise for older people are well established, a largely sedentary lifestyle still prevails in ageing western societies. Finding new ways to make exercise more accessible and acceptable for older adults must be developed to fully unleash its potential in preventing and weakening age-related phy...
Book
Full-text available
Diese DIN SPEC wurde im Zuge des PAS-Verfahrens durch einen Workshop (temporäres Gremium) erarbeitet. Die Erarbeitung und Verabschiedung des Dokuments erfolgte durch die im Geschäftsplan genannten Verfasser. Diese DIN SPEC soll das Beschreibungsformat für "Serious Games" definieren. Unter dem Begriff "Serious Games" versteht man digitale Spiele, di...
Conference Paper
Among younger people, game-based group workouts have become very popular. Thus, as design resources, the social settings become as important as the technology. However, there is still limited knowledge about how to exploit the full design potential of bodily interplay in social exertion games and how technology can be used as a social exertion "sha...
Conference Paper
Exergaming has become a successful and certified trend in the gaming, health and fitness sector. However, current commercial and research-based solutions often lack a user-centered, symbiotic design approach covering the physical and virtual design level. Consequently, the player cannot experience a maximum attractive and effective individual as we...
Conference Paper
Exergaming is approved by health and sport science for its improvement of physical activity and therefore is an attractive way to counteract childhood obesity. The body-centered game genre provides a motivating, multi-modal and -sensory workout experience for the player. But the attractiveness and effectiveness of exergames can be improved even fu...
Conference Paper
With the trend towards movement-based exergames and the gamification of sport, new body-centered controller technologies have moved into the living rooms and the gyms. The highly complex, multi-modal and multi-sensory interactions with these systems create new ways of perception and interaction, the exploration and experience of which completely ca...
Conference Paper
Traditional gym and fitness exercise regimens are currently being enhanced with innovative technology and interactive gamification systems. Exergame gyms offer body-centered games, which are controlled by relating the level of the user's physical activity to interactive coordinative and cognitive game demands. This approach can further be enhanced...
Chapter
Creating entertainment games is always an interdisciplinary effort, and becomes even more pronounced when serious game creation involves experts from a specific subject area or supporting disciplines, such as pedagogy. As these experts can come from almost any discipline, it is beneficial for interdisciplinary work to appreciate differences in appr...
Conference Paper
“RehabConnex” is a middleware product, developed specifically to facilitate communication between hardware devices and multimodal game applications used in movement therapy and physical exercise. “RehabConnex“ is the core key development of the “IMIC”-project (Innovative Movement Therapy in Childhood), created by an interdisciplinary team of univer...
Conference Paper
Exergames are body-centered games, which are controlled by various physical activities. Since they are additionally motivating and cognitive demanding , they tend to be a beneficial alternative for holistic fitness training. Therefore , the exergame's design needs to guide the player in one's individual comfort and performance zone (" dual flow ")....
Conference Paper
Virtual rehabilitation games have the potential to increase children's motivation during robot-assisted locomotion therapy. Based on this approach, two target-group specific rehabilitation games were developed. " Gabarello v.1.0 " and " Gabarello v.2.0 " are controlled by the patient's motion in Hocoma's gait-driven orthosis Lokomat®, which provide...
Conference Paper
IMIC " (Innovative Movement Therapy in Childhood) is a translational research and development project that is specialized in creating a motivating locomotion rehabilitation setting for children with neurological disorders and cognitive limitations in an interdisciplinary context. " IMIC " was founded in 2010 by an interdisciplinary cooperation of m...
Article
»IMIC« (Innovative Movement Therapies in Childhood) ist ein translationales Forschungs- und Entwicklungsprojekt, das sich in einem interdisziplinären Kontext darauf spezialisiert hat, Bewegungstherapien für Kinder mit neurologisch bedingten motorischen und kognitiven Beeinträchtigungen motivierender und somit effektiver zu gestalten. Der Fokus des...
Conference Paper
The general aim of the pilot study was to analyze and compare the impact of different game interfaces on spatial experience and spatial presence in digital games. The study is based on a generic framework integrating different theories and empirical results of the first pilot study of the research project. In the pilot study selected questionnaires...
Conference Paper
The general aim of the research project presented in this paper is to analyze the different interactions between human, technology and space within existing theoretical frameworks from different disciplines and to apply these approaches to digital sports games. One particular aim is to investigate the impact of playing expertise or a manipulation o...

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