GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Considerations for the design of exergames
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Using a mobile phone as a "Wii-like" controller for playing games on a large public display
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Towards Mobile Collaborative Exergaming
CENTRIC '09 Proceedings of the 2009 Second International Conference on Advances in Human-Oriented and Personalized Mechanisms, Technologies, and Services
The art of game design: a book of lenses
The art of game design: a book of lenses
Mobile exergames for preventing diseases related to childhood obesity
Proceedings of the 4th International Symposium on Applied Sciences in Biomedical and Communication Technologies
Modification of printed wearable strain sensors by PTF ink particle content adjustment
Proceedings of the 4th International Symposium on Applied Sciences in Biomedical and Communication Technologies
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
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Novel interactive solutions provide new possibilities for designing appealing game experiences for wider demographics. The development of motion-based controllers has facilitated the advance of an exergame genre that involves physical activity as the means of interacting with a game. Furthermore, a major reason for increased interest in exergaming is concern over high levels of obesity in Western society. This paper summarizes the results of four small-scale exergame studies in order to distinguish design principles that facilitate the development of low-tech exergames, which are both attractive and effective as exercise. As a test-bed we used four exergame prototypes that were developed for our exergaming platform using mobile phones as game controllers. The results clearly indicated that it is possible to design engaging exergames with only simple motion detection. Engagement can be built on teamwork, intensive gameplay, competition, rewards and appropriate challenges. Overall, the results indicated that motion-based games motivate children a lot and they could be an effective 'weapon' in the fight against the growing problem of obesity.