GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Chick clique: persuasive technology to motivate teenage girls to exercise
CHI '06 Extended Abstracts on Human Factors in Computing Systems
NEAT-o-Games: blending physical activity and fun in the daily routine
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Game design principles in everyday fitness applications
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
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
Let's all get up and walk to the North Pole: design and evaluation of a mobile wellness application
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Physical activity motivating games
AICS'09 Proceedings of the 20th Irish conference on Artificial intelligence and cognitive science
Proceedings of the 28th Annual European Conference on Cognitive Ergonomics
Behavior wizard: a method for matching target behaviors with solutions
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
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
Bro-cam: improving game experience with empathic feedback using posture tracking
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
Evaluating the impact of a cloud-based serious game on obese people
Computers in Human Behavior
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Engagement with computer games causes children and adolescent users to spend a substantial amount of time at sedentary game playing activity. We hypothesise that this engagement can be leveraged to motivate users to increase their amount of physical activity. In this paper, we present a novel approach for designing computer games, according to which the users' physical activity reinforces their game character. This way the users are seamlessly motivated to perform physical activity while maintaining their enjoyment of playing the game.