Personal and Ubiquitous Computing
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Fitness computer game with a bodily user interface
ICEC '03 Proceedings of the second international conference on Entertainment computing
Tagaboo: a collaborative children’s game based upon wearable RFID technology
Personal and Ubiquitous Computing
Breakaway: an ambient display designed to change human behavior
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
MAHI: investigation of social scaffolding for reflective thinking in diabetes management
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Activity-based prototyping of ubicomp applications for long-lived, everyday human activities
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
SuperBreak: using interactivity to enhance ergonomic typing breaks
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Finding a balance: social support v. privacy during weight-management
CHI '08 Extended Abstracts on Human Factors in Computing Systems
CHI '08 Extended Abstracts on Human Factors in Computing Systems
CHI '08 Extended Abstracts on Human Factors in Computing Systems
NEAT-o-Games: blending physical activity and fun in the daily routine
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Professor Tanda: greener gaming & pervasive play
Proceedings of the 2007 conference on Designing for User eXperiences
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts
Flowers or a robot army?: encouraging awareness & activity with personal, mobile displays
UbiComp '08 Proceedings of the 10th international conference on Ubiquitous computing
A Case Study on an Ambient Display as a Persuasive Medium for Exercise Awareness
PERSUASIVE '08 Proceedings of the 3rd international conference on Persuasive Technology
Seriously fun: exploring how to combine promoting health awareness and engaging gameplay
Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
EatWell: sharing nutrition-related memories in a low-income community
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Game design principles in everyday fitness applications
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Integrating cumulative context into computer games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
An exploration of social requirements for exercise group formation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Theory-driven design strategies for technologies that support behavior change in everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design influence on social play in distributed exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ActiveShare: sharing challenges to increase physical activities
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Toward technologies that support family reflections on health
Proceedings of the ACM 2009 international conference on Supporting group work
Understanding persuasive software functionality in practice: a field trial of polar FT60
Proceedings of the 4th International Conference on Persuasive Technology
Goal-setting considerations for persuasive technologies that encourage physical activity
Proceedings of the 4th International Conference on Persuasive Technology
Designing games to motivate physical activity
Proceedings of the 4th International Conference on Persuasive Technology
Building Self-adaptive Services for Ambient Assisted Living
IWANN '09 Proceedings of the 10th International Work-Conference on Artificial Neural Networks: Part II: Distributed Computing, Artificial Intelligence, Bioinformatics, Soft Computing, and Ambient Assisted Living
Ubiquitous Computing for Capture and Access
Foundations and Trends in Human-Computer Interaction
Playful bottle: a mobile social persuasion system to motivate healthy water intake
Proceedings of the 11th international conference on Ubiquitous computing
Designing social features for mobile and ubiquitous wellness applications
Proceedings of the 8th International Conference on Mobile and Ubiquitous Multimedia
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Physical activity motivating games: you can play, mate!
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
Technological approaches to promoting physical activity
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
Physical activity motivating games: virtual rewards for real activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A stage-based model of personal informatics systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Constructing identities through storytelling in diabetes management
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Self-monitoring, self-awareness, and self-determination in cardiac rehabilitation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
UpStream: motivating water conservation with low-cost water flow sensing and persuasive displays
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Asthmon: empowering asthmatic children's self-management with a virtual pet
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Wellness informatics: towards a definition and grand challenges
CHI '10 Extended Abstracts on Human Factors in Computing Systems
CHI '10 Extended Abstracts on Human Factors in Computing Systems
A novel way to conduct human studies and do some good
CHI '10 Extended Abstracts on Human Factors in Computing Systems
UbiComp '07 Proceedings of the 9th international conference on Ubiquitous computing
Why it's worth the hassle: the value of in-situ studies when designing Ubicomp
UbiComp '07 Proceedings of the 9th international conference on Ubiquitous computing
Collabohab: a technology probe into peer involvement in cardiac rehabilitation
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Mobile system to motivate teenagers' physical activity
Proceedings of the 9th International Conference on Interaction Design and Children
VI-Tennis: a vibrotactile/audio exergame for players who are visually impaired
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Jogging over a distance: the influence of design in parallel exertion games
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Nudge & influence through mobile devices
Proceedings of the 12th international conference on Human computer interaction with mobile devices and services
HCI and environmental sustainability: the politics of design and the design of politics
Proceedings of the 8th ACM Conference on Designing Interactive Systems
Take it personally: accounting for individual difference in designing diabetes management systems
Proceedings of the 8th ACM Conference on Designing Interactive Systems
Let's play!: mobile health games for adults
Proceedings of the 12th ACM international conference on Ubiquitous computing
Recommender algorithms in activity motivating games
Proceedings of the fourth ACM conference on Recommender systems
Jogging over a distance between Europe and Australia
UIST '10 Proceedings of the 23nd annual ACM symposium on User interface software and technology
Let's all get up and walk to the North Pole: design and evaluation of a mobile wellness application
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Proceedings of the 1st ACM International Health Informatics Symposium
Health sense: a gedanken experiment on persuasive wearable technology for health awareness
Proceedings of the 1st ACM International Health Informatics Symposium
Heuristic evaluation of persuasive health technologies
Proceedings of the 1st ACM International Health Informatics Symposium
PiNiZoRo: a GPS-based exercise game for families
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
UIC'10 Proceedings of the 7th international conference on Ubiquitous intelligence and computing
Towards negotiation as a framework for health promoting technology
ACM SIGHIT Record
Designing for peer involvement in weight management
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing sports: a framework for exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
How to evaluate technologies for health behavior change in HCI research
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Five strategies for supporting healthy behavior change
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Gathering requirements for a personal health management system
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Physical activity monitoring with mobile phones
ICOST'11 Proceedings of the 9th international conference on Toward useful services for elderly and people with disabilities: smart homes and health telematics
Understanding my data, myself: supporting self-reflection with ubicomp technologies
Proceedings of the 13th international conference on Ubiquitous computing
The social fMRI: measuring, understanding, and designing social mechanisms in the real world
Proceedings of the 13th international conference on Ubiquitous computing
Motivating reflection about health within the family: the use of goal setting and tailored feedback
User Modeling and User-Adapted Interaction
Social fMRI: Investigating and shaping social mechanisms in the real world
Pervasive and Mobile Computing
Barriers to Physical Activity: A Study of Self-Revelation in an Online Community
Journal of Medical Systems
The MONARCA self-assessment system: a persuasive personal monitoring system for bipolar patients
Proceedings of the 2nd ACM SIGHIT International Health Informatics Symposium
Move2Play: an innovative approach to encouraging people to be more physically active
Proceedings of the 2nd ACM SIGHIT International Health Informatics Symposium
Journal of Biomedical Informatics
Prescriptive persuasion and open-ended social awareness: expanding the design space of mobile health
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Using context to reveal factors that affect physical activity
ACM Transactions on Computer-Human Interaction (TOCHI)
Happier together: integrating a wellness application into a social network site
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Personality and persuasive technology: an exploratory study on health-promoting mobile applications
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Jog falls: a pervasive healthcare platform for diabetes management
Pervasive'10 Proceedings of the 8th international conference on Pervasive Computing
Design for reflection on health behavior change
Proceedings of the 2012 ACM international conference on Intelligent User Interfaces
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
AULURA: engaging users with ambient persuasive technology
AmI'11 Proceedings of the Second international conference on Ambient Intelligence
Ubiquitous framework for creating and evaluating persuasive applications and games
GPC'11 Proceedings of the 6th international conference on Grid and Pervasive Computing
Motivating participation in social computing applications: a user modeling perspective
User Modeling and User-Adapted Interaction
Balancing exertion experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ShutEye: encouraging awareness of healthy sleep recommendations with a mobile, peripheral display
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Introducing the ambivalent socialiser
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing wellness interventions and applications
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Activmon: encouraging physical activity through ambient social awareness
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Exploring teenagers' motivation to exercise through technology probes
BCS-HCI '11 Proceedings of the 25th BCS Conference on Human-Computer Interaction
Developing adaptive exergames for adolescent children
Proceedings of the 11th International Conference on Interaction Design and Children
Waiting for learning: designing interactive educational materials for patient waiting areas
Proceedings of the 11th International Conference on Interaction Design and Children
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices
Proceedings of the 10th international conference on Mobile systems, applications, and services
Toward a mobile platform for pervasive games
Proceedings of the first ACM international workshop on Mobile gaming
Pervasive Computing for Hospital, Chronic, and Preventive Care
Foundations and Trends in Human-Computer Interaction
Persuasive technology considered harmful? an exploration of design concerns through the TV companion
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
A spark of activity: exploring informative art as visualization for physical activity
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
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
Walk2Build: a GPS game for mobile exergaming with city visualization
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services companion
Wellness interventions and HCI: theory, practice, and technology
ACM SIGHIT Record
Considerations for technology that support physical activity by older adults
Proceedings of the 14th international ACM SIGACCESS conference on Computers and accessibility
Physical Activity Motivating Games: Be Active and Get Your Own Reward
ACM Transactions on Computer-Human Interaction (TOCHI)
Designing to support prescribed home exercises: understanding the needs of physiotherapy patients
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
Mobile games and design requirements to increase teenagers' physical activity
Pervasive and Mobile Computing
Proceedings of the 11th International Conference on Mobile and Ubiquitous Multimedia
Agile life: addressing knowledge and social motivations for active aging
Proceedings of the 24th Australian Computer-Human Interaction Conference
A computer game based motivation system for human physiology studies
SGDA'12 Proceedings of the Third international conference on Serious Games Development and Applications
Designing motivation using persuasive ambient mirrors
Personal and Ubiquitous Computing
Approaches to Facilitating Analysis of Health and Wellness Data
International Journal of Advanced Pervasive and Ubiquitous Computing
Nudging the Trolley in the Supermarket: How to Deliver the Right Information to Shoppers
International Journal of Mobile Human Computer Interaction
Proceedings of the conference on Wireless Health
Proceedings of the 2013 international conference on Intelligent user interfaces
Understanding exergame users' physical activity, motivation and behavior over time
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
HeartLink: open broadcast of live biometric data to social networks
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mind the theoretical gap: interpreting, using, and developing behavioral theory in HCI research
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Shifting dynamics or breaking sacred traditions?: the role of technology in twelve-step fellowships
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
WalkMinder: encouraging an active lifestyle using mobile phone interruptions
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Personal informatics and reflection: a critical examination of the nature of reflection
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Designing mobile health technology for bipolar disorder: a field trial of the monarca system
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Viewing and controlling personal sensor data: what do users want?
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
Colours that move you: persuasive ambient activity displays
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
Spotz: a location-based approach to self-awareness
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
Fine-grained sharing of sensed physical activity: a value sensitive approach
Proceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing
SweatAtoms: materializing physical activity
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Watch your steps: designing a semi-public display to promote physical activity
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Reflections on designing networked exertion games
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Avatar interfaces for biobehavioral feedback
DUXU'13 Proceedings of the Second international conference on Design, User Experience, and Usability: health, learning, playing, cultural, and cross-cultural user experience - Volume Part II
Supporting task resumption using visual feedback
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
Personal informatics in chronic illness management
Proceedings of Graphics Interface 2013
Design strategies for youth-focused pervasive social health games
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
Make me move at work! An ambient light display to increase physical activity
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
Toward a persuasive mobile application to reduce sedentary behavior
Personal and Ubiquitous Computing
CAMMInA: a mobile ambient information system to motivate elders to exercise
Personal and Ubiquitous Computing
International Journal of Human-Computer Studies
Pervasive and Mobile Computing
International Journal of Mobile Human Computer Interaction
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A sedentary lifestyle is a contributing factor to chronic diseases, and it is often correlated with obesity. To promote an increase in physical activity, we created a social computer game, Fish'n'Steps, which links a player's daily foot step count to the growth and activity of an animated virtual character, a fish in a fish tank. As further encouragement, some of the players' fish tanks included other players' fish, thereby creating an environment of both cooperation and competition. In a fourteen-week study with nineteen participants, the game served as a catalyst for promoting exercise and for improving game players' attitudes towards physical activity. Furthermore, although most player's enthusiasm in the game decreased after the game's first two weeks, analyzing the results using Prochaska's Transtheoretical Model of Behavioral Change suggests that individuals had, by that time, established new routines that led to healthier patterns of physical activity in their daily lives. Lessons learned from this study underscore the value of such games to encourage rather than provide negative reinforcement, especially when individuals are not meeting their own expectations, to foster long-term behavioral change.