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
The RFID technology for neurosciences: feasibility of limbs' monitoring in sleep diseases
IEEE Transactions on Information Technology in Biomedicine
Developing engaging exergames with simple motion detection
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
Proceedings of Graphics Interface 2011
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
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Childhood obesity and physical inactivity are well-known problems which are typically related with videogames. The goal of this study is to develop digital games which motivate children and adolescents to exercise more, instead. The games are realized in such way that no special game consoles are required. The games can be played with a regular computer while mobile phones and heart rate monitors are used as the game controllers. Thus the games can also be played from a public screen in schools, for example, thus offering new exercising possibilities among youngsters. In this study, two exercising games (exergames) are presented and their ability to motivate youngsters is examined by group studies. The results indicate that the developed exergames are suitable in school environment. It is concluded that the games were found engaging and they motivated players to exercise. This indicates a positive effect of exergames in prevention of diseases which are related to childhood obesity and physical inactivity.