SenToy in FantasyA: Designing an Affective Sympathetic Interface to a Computer Game
Personal and Ubiquitous Computing
Towards tangibility in gameplay: building a tangible affective interface for a computer game
Proceedings of the 5th international conference on Multimodal interfaces
Wizard of Oz prototyping of computer vision based action games for children
Proceedings of the 2004 conference on Interaction design and children: building a community
Children's intuitive gestures in vision-based action games
Communications of the ACM - Interaction design and children
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Government and other surveys highlight the problem of youth inactivity and obesity. A contributory factor to this problem is the enticement of computer games which have been believed to displace healthy physical exercise. There is some evidence that the intrinsic appeal of computer games lures individuals into sedentary game playing as an alternative to other activities of a more physical nature e.g. sport. An alternate view is that the infrastructure of computer games technology presents the individual game player with a wider range of opportunities than those afforded by traditional sports (e.g. control, participation, social constructs etc). An earlier study by the authors highlighted the possible contribution of computer games as physical activity specialists. In order to substantiate this possible avenue of research a series of ad hoc experiments have been carried out utilising fitness metrics such as heart rate and blood pressure in a variety of scenarios. Although the sample tested was small and in no way indicates a rigorous medical field trial, the results indicate that this approach could yield a new paradigm in the battle to combat such diseases as obesity and coronary heart fitness.