Sensor networks as video game input devices
Future Play '07 Proceedings of the 2007 conference on Future Play
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
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
An empirical study of issues and barriers to mainstream video game accessibility
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
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
Motion-based game interaction for older adults
ACM SIGACCESS Accessibility and Computing
Understanding and addressing real-world accessibility issues in mainstream video games
ACM SIGACCESS Accessibility and Computing
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A sedentary lifestyle is linked to many diseases, including diabetes and heart disease, as well as ailments such as obesity, which is becoming the major root cause of early death in most industrialized countries. The advent of the television, computers and videogames has resulted in a more sedentary lifestyle, with more time spent in front of a screen more than ever before. Exergaming is a term used to describe video games that provide encouragement to exercise, particularly for an audience that may be reluctant to engage in the more traditional forms of exercise. Exergames are a commonly accepted method of encouraging more physical activity to promote better health for those with high levels of sedentary screen time. In this work, we survey a number of quantitative exergame studies to define a general set of elements that make exergames effective from a physical standpoint. We also examine the intended audience and the incentive elements necessary for an exergame to meet the needs of its audience. Finally, we examine our own exergame system and how well it performs against commercial systems.