Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
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
CHI '08 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
Integrating cumulative context into computer games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
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
Embedding behavior modification strategies into a consumer electronic device: a case study
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Recommender algorithms in activity motivating games
Proceedings of the fourth ACM conference on Recommender systems
Proceedings of the 13th international conference on Ubiquitous computing
Promoting and supporting healthy living by design
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part IV
Move2Play: an innovative approach to encouraging people to be more physically active
Proceedings of the 2nd ACM SIGHIT International Health Informatics Symposium
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Gemini: a pervasive accumulated context exergame
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Motivating participation in social computing applications: a user modeling perspective
User Modeling and User-Adapted Interaction
Designing pervasive health games for sustainability, adaptability and sociability
Proceedings of the International Conference on the Foundations of Digital Games
Developing adaptive exergames for adolescent children
Proceedings of the 11th International Conference on Interaction Design and Children
Prosthetic memory: object memories and security for children
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
Physical Activity Motivating Games: Be Active and Get Your Own Reward
ACM Transactions on Computer-Human Interaction (TOCHI)
SweatAtoms: materializing physical activity
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Harnessing social dynamics through persuasive technology to promote healthier lifestyle
Computers in Human Behavior
Design strategies for youth-focused pervasive social health games
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
CAMMInA: a mobile ambient information system to motivate elders to exercise
Personal and Ubiquitous Computing
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Contemporary lifestyle has become increasingly sedentary: little physical (sports, exercises) and much sedentary (TV, computers) activity. The nature of sedentary activity is self-reinforcing, such that increasing physical and decreasing sedentary activity is difficult. We present a novel approach aimed at combating this problem in the context of computer games. Rather than explicitly changing the amount of physical and sedentary activity a person sets out to perform, we propose a new game design that leverages user engagement to generate out of game motivation to perform physical activity while playing. In our design, players gain virtual game rewards in return for real physical activity performed. Here we present and evaluate an application of our design to the game Neverball. We adapted Neverball by reducing the time allocated to accomplish the game tasks and motivated players to perform physical activity by offering time based rewards. An empirical evaluation involving 180 participants shows that the participants performed more physical activity, decreased the amount of sedentary playing time, and did not report a decrease in perceived enjoyment of playing the activity motivating version of Neverball.