The purpose of this study is to design and develop integrated game system for experiential walking exercise. Existing walking exercise is performed outside, so it is influenced by external weather, temperature, time, place and other situation information. Therefore, it is necessary to have an experiential walking exercise game that can induce the recommended level of physical activity for the elderly who have a low interest in health care. The experiential exercise game requires a vision - based system to recognize motion and a smart mat that can recognize walking information. We also developed a walking exercise program to improve the sense of balance and cognitive ability of elderly people. There are 4 types of Walking Exercise Games: 5 levels for beginner, intermediate, and advanced difficulty levels.
This study explores whether the use of exergames increases users' physical and exercise effects (i.e., perceived health, physical satisfaction, and perceived exercise effect). This study further explores how the perceived physical and exercise effects influences users' future intention to use. Utilizing both online and offline surveys, the results indicated that frequency of using exergames increased users' perceived health, physical satisfaction, and perceived exercise effect. The results also indicated that perceived exercise effects had a positive effect on users' future intention to use. The implication for future study are discussed..