A group game played in interactive virtual space: design and evaluation
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Fitness computer game with a bodily user interface
ICEC '03 Proceedings of the second international conference on Entertainment computing
Age invaders: social and physical inter-generational family entertainment
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Personal and Ubiquitous Computing
Heart rate control of exercise video games
Proceedings of Graphics Interface 2009
Classifying input for active games
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Mobile system to motivate teenagers' physical activity
Proceedings of the 9th International Conference on Interaction Design and Children
Towards procedural level generation for rehabilitation
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Activate your GAIM: a toolkit for input in active games
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Exergames for adult users: a preliminary pilot study
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
A method for outdoor skateboarding video games
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
Exploring haptic feedback in exergames
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Teach me to dance: exploring player experience and performance in full body dance games
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Move2Play: an innovative approach to encouraging people to be more physically active
Proceedings of the 2nd ACM SIGHIT International Health Informatics Symposium
GrabApple: the design of a casual exergame
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Gemini: a pervasive accumulated context exergame
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Balancing exertion experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The acute cognitive benefits of casual exergame play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The choreography of conceptual development in computer supported instructional environments
Proceedings of the 11th International Conference on Interaction Design and Children
Designing to support prescribed home exercises: understanding the needs of physiotherapy patients
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
The cake can be a lie: placebos as persuasive videogame elements
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Upper extremity rehabilitation after stroke: biofeedback gaming for attention and muscle use
Proceedings of the 6th International Conference on Rehabilitation Engineering & Assistive Technology
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
Exergames for children with motor skills problems
ACM SIGACCESS Accessibility and Computing
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In recent years, there has been significant work in integrating physical activity into video games. One goal of this work has been to help motivate sedentary people to be more physically active. Konami's Dance Dance Revolution and Nintendo's Wii Sports have shown that exercise games can be both fun and commercially successful. To date, however, there has been little attempt to investigate what properties of exercise games will help motivate sedentary people to start and continue exercise programs. This paper reviews the literature on exercise motivation and derives from it requirements for computer-aided exercise games. The paper then introduces the new Life is a Village exercise game, and uses it to illustrate how these requirements can be met.