PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Martial arts in artificial reality
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using heart rate to control an interactive game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Personal and Ubiquitous Computing
Considerations for the design of exergames
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Future Play '07 Proceedings of the 2007 conference on Future Play
Using games to increase exercise motivation
Future Play '07 Proceedings of the 2007 conference on Future Play
TripleBeat: enhancing exercise performance with persuasion
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Heart rate control of exercise video games
Proceedings of Graphics Interface 2009
The acute cognitive benefits of casual exergame play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Many people do not get the recommended 30 minutes of exercise per day, which can result in health problems such as obesity, muscle atrophy and chronic disease. Based on the principles of casual games and exergames, we propose and define casual exergames for motivating people to exercise in multiple small chunks of time throughout the day. We designed, implemented, and tested a casual exergame called GrabApple. Our preliminary results show that users enjoyed playing the casual exergame and that in just 10 minutes of play, their heart rate was elevated to an average of 72% of maximum heart rate, and that they burned an average of 91.8 Calories. If played three times per day, our casual exergame produced sufficient physical activity to meet current fitness guidelines. We discuss the potential health benefits of casual exergames.