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
Designing games to motivate physical activity
Proceedings of the 4th International Conference on Persuasive Technology
Promoting physical activity through internet: a persuasive technology view
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Activity interface for physical activity motivating games
Proceedings of the 15th international conference on Intelligent user interfaces
Isn't it great?: you can PLAY, MATE!
Proceedings of the 15th international conference on Intelligent user interfaces
Journal of Biomedical Informatics
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Contemporary lifestyle is becoming increasingly more sedentary: a little physical activity and much sedentary activity. The nature of sedentary activity is self-reinforcing, such that increasing physical and decreasing sedentary activity is difficult. Rather than trying to motivate users to reduce the time spent on sedentary activity, we focus on integrating physical activity into the sedentary activity of computer games playing through a novel game design. Our design leverages engagement with games in order to motivate users to perform physical activity, as part of the sedentary playing, by offering game rewards in return for physical activity performed. In this work we report on an initial user study of our game design applied to the open source Neverball game. We motivated users (in this case children) to perform physical activity by reducing the time allocated to perform tasks and captured their activity through accelerometers configured to recognise jumping movements. Findings showed that users performed more physical activity and decreased the amount of sedentary time when playing the active version of Neverball, while not reporting a decrease in perceived enjoyment of playing.