False prophets: exploring hybrid board/video games
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Special Issue on Ubiquitous Games
Personal and Ubiquitous Computing
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Towards the next generation of tabletop gaming experiences
GI '04 Proceedings of the 2004 Graphics Interface Conference
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Interweaving mobile games with everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Dance your work away: exploring step user interfaces
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference 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
SuperBreak: using interactivity to enhance ergonomic typing breaks
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
Conception de jeux interactifs temps réel sur tabletop
Proceedings of the 21st International Conference on Association Francophone d'Interaction Homme-Machine
Physical activity motivating games: virtual rewards for real activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Recommender algorithms in activity motivating games
Proceedings of the fourth ACM conference on Recommender systems
PiNiZoRo: a GPS-based exercise game for families
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces
Move2Play: an innovative approach to encouraging people to be more physically active
Proceedings of the 2nd ACM SIGHIT International Health Informatics Symposium
Gemini: a pervasive accumulated context exergame
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
A cloud-based serious games framework for obesity
Proceedings of the 1st ACM multimedia international workshop on Cloud-based multimedia applications and services for e-health
World of workout: a contextual mobile RPG to encourage long term fitness
Proceedings of the Second ACM SIGSPATIAL International Workshop on the Use of GIS in Public Health
Evaluating the impact of a cloud-based serious game on obese people
Computers in Human Behavior
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In this paper, we describe a cumulative context computer game, where accumulated contextual information of the players' activity levels, obtained through mobile sensors, is used to modify game state. Our implementation used a statistic-based, real-time version of the classic game of chess, where the statistics of the pieces depended on the activity of the users and the environment in which they performed the activity. Users found the game engaging and fun, and almost all of the participants altered their behaviors to enhance their performance in the game. This work provides a platform for further research into meaningful integration of cumulative context in games.