An algorithmic framework for performing collaborative filtering
Proceedings of the 22nd annual international ACM SIGIR conference on Research and development in information retrieval
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Chick clique: persuasive technology to motivate teenage girls to exercise
CHI '06 Extended Abstracts on Human Factors in Computing Systems
A fitness game reflecting heart rate
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
NEAT-o-Games: blending physical activity and fun in the daily routine
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Adaptation of Graphics and Gameplay in Fitness Games by Exploiting Motion and Physiological Sensors
SG '07 Proceedings of the 8th international symposium on Smart Graphics
Integrating cumulative context into computer games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Usability, playability, and long-term engagement in computer games
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Empirically building and evaluating a probabilistic model of user affect
User Modeling and User-Adapted Interaction
Probabilistic goal recognition in interactive narrative environments
AAAI'06 Proceedings of the 21st national conference on Artificial intelligence - Volume 1
Activity interface for physical activity motivating games
Proceedings of the 15th international conference on Intelligent user interfaces
Physical activity motivating games: virtual rewards for real activity
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
Embedding behavior modification strategies into a consumer electronic device: a case study
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Personalizing the player experience in MMORPGs
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Influencing Individually: Fusing Personalization and Persuasion
ACM Transactions on Interactive Intelligent Systems (TiiS)
Physical Activity Motivating Games: Be Active and Get Your Own Reward
ACM Transactions on Computer-Human Interaction (TOCHI)
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Physical activity motivating game design encourages players to perform real physical activity in order to gain virtual game rewards. Previous research into activity motivating games showed that they have the potential to motivate players to perform physical activity, while retaining the enjoyment of playing. However, it was discovered that a uniform motivating approach resulted in different levels of activity performed by players of varying gaming skills. In this work we present and evaluate two adaptive recommendation-based techniques, which aim to balance the amount of physical activity performed by players by adapting the level of motivation to their observed gaming skills. Experimental evaluation showed that the adaptive techniques not only increase the amount of activity performed and retain the enjoyment of playing, but also balance the amount of activity performed by players of varying gaming skills and allow for game difficulty to be set in a player-dependent manner.