A group game played in interactive virtual space: design and evaluation
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Fitness computer game with a bodily user interface
ICEC '03 Proceedings of the second international conference on Entertainment computing
Martial arts in artificial reality
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
A fitness game reflecting heart rate
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
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
Using games to increase exercise motivation
Future Play '07 Proceedings of the 2007 conference on Future Play
Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Remote impact: shadowboxing over a distance
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts
TripleBeat: enhancing exercise performance with persuasion
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
NEAT-o-Games: novel mobile gaming versus modern sedentary lifestyle
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Adaptation of Graphics and Gameplay in Fitness Games by Exploiting Motion and Physiological Sensors
SG '07 Proceedings of the 8th international symposium on Smart Graphics
Integrating cumulative context into computer games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Heart rate control of exercise video games
Proceedings of Graphics Interface 2009
Physical activity motivating games: virtual rewards for real activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Activate your GAIM: a toolkit for input in active games
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
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Exergames encourage physical activity, but generally require specialized hardware and prescribed activities; whereas pervasive accumulated context exergames (PACEs) allow players to choose their type of exercise, but have limited depth of play. For mass commercialization of PACEs, facilitating long-term behavioural change, we propose two requirements: that PACEs support large-scale and flexible deployment; and that the design of PACEs support staying power through long-term playability. From these requirements, we motivate six PACE design principles and use these principles to develop a multiplayer roleplaying PACE. Results from a week-long study of our game showed that by satisfying the six design principles, we can create a PACE with scalability and staying power. Our results are the first step toward creating PACEs that promotes long-term game engagement, which is needed for activity-related behaviour change.