Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Jogging over a distance: supporting a "jogging together" experience although being apart
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Designing games to motivate physical activity
Proceedings of the 4th International Conference on Persuasive Technology
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Physical activity motivating games: you can play, mate!
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
Physical activity motivating games: virtual rewards for real activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
There's a monster in my kitchen: using aversive feedback to motivate behaviour change
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Water wars: designing a civic game about water scarcity
Proceedings of the 8th ACM Conference on Designing Interactive Systems
Five strategies for supporting healthy behavior change
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Power ballads: deploying aversive energy feedback in social media
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Evaluating technology that makes physical games for children more engaging
Proceedings of the 10th International Conference on Interaction Design and Children
Motivating reflection about health within the family: the use of goal setting and tailored feedback
User Modeling and User-Adapted Interaction
Move2Play: an innovative approach to encouraging people to be more physically active
Proceedings of the 2nd ACM SIGHIT International Health Informatics Symposium
Transforming solitary exercises into social exergames
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Balancing exertion experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices
Proceedings of the 10th international conference on Mobile systems, applications, and services
iFitQuest: a school based study of a mobile location-aware exergame for adolescents
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services
Physical Activity Motivating Games: Be Active and Get Your Own Reward
ACM Transactions on Computer-Human Interaction (TOCHI)
Understanding exergame users' physical activity, motivation and behavior over time
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Cool and the gang: design insights for engaging student energy interventions
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Standardized functions for smartphone applications: examples from maternal and child health
International Journal of Telemedicine and Applications
Competing or aiming to be average?: normification as a means of engaging digital volunteers
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
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The global obesity epidemic has prompted our community to explore the potential for technology to play a stronger role in promoting healthier lifestyles. Although there are several examples of successful games based on focused physical interaction, persuasive applications that integrate into everyday life have had more mixed results. This underscores a need for designs that encourage physical activity while addressing fun, sustainability, and behavioral change. This note suggests a new perspective, inspired in part by the social nature of many everyday fitness applications and by the successful encouragement of long term play in massively multiplayer online games. We first examine the game design literature to distill a set of principles for discussing and comparing applications. We then use these principles to analyze an existing application. Finally, we present Kukini, a design for an everyday fitness game.