Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Interweaving mobile games with everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Geogames: Designing Location-Based Games from Classic Board Games
IEEE Intelligent Systems
Design for emergence: experiments with a mixed reality urban playground game
Personal and Ubiquitous Computing
Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Integrating cumulative context into computer games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
HeartBeat: an outdoor pervasive game for children
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
Hearing is believing: evaluating ambient audio for location-based games
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
See it: a scalable location-based game for promoting physical activity
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work Companion
Turning the classic snake mobile game into a location---based exergame that encourages walking
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
Creating scalable location-based games: lessons from Geocaching
Personal and Ubiquitous Computing
Proceedings of the 2013 international conference on Intelligent user interfaces
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
Hi-index | 0.00 |
Obesity is a growing problem among children, due in part to their sedentary lifestyles. Time spent engaged in physical activity is decreasing, while time spent playing computer and video games is on the rise. We leverage children's interest in digital games to encourage families to engage in purposeful walking. We present a GPS-based game, played on a mobile device that uses walking as a primary gameplay mechanic. Our game, PiNiZoRo, includes a fighting game, triggered at points along a real-world route, and a map editor that allows parents and recreation specialists to create custom routes in their neighbourhoods. Results from an initial focus group with parents were positive, as they showed enthusiasm for the concept, implementation, and gameplay.