NEAT-o-Games: novel mobile gaming versus modern sedentary lifestyle

  • Authors:
  • Konstantinos Kazakos;Thirimachos Bourlai;Yuichi Fujiki;James Levine;Ioannis Pavlidis

  • Affiliations:
  • University of Houston, Houston, TX;University of Houston, Houston, TX;University of Houston, Houston, TX;St Mary's Hospital, Rochester, MN;University of Houston, Houston, TX

  • Venue:
  • Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
  • Year:
  • 2008

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Abstract

The proposed demonstration is based on the work performed as part of the NEAT-o-Games project. NEAT-o-Games is a suite of games that runs on mobile terminals such as cell phones. Unlike other games, NEAT-o-Games' primary goal is to become part of people's everyday routines and attack the behavioral aspect of the sedentary lifestyle. Their main characteristic is that they are not carried out in short bouts, but are being played continuously and are interwoven in the daily routine of the players. Data from wearable accelerometers are logged wirelessly to a cell phone and control the animation of the player in a virtual race game (avatar) with other players over the cellular network. Players can use their excess of activity points earned from the race game to get hints in mental games of the suite, like Sudoku. Initial studies indicate that NEAT-o-Games may bring a positive physical, psychological, and social impact on players.