PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Using heart rate to control an interactive game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
A Casual Revolution: Reinventing Video Games and Their Players
A Casual Revolution: Reinventing Video Games and Their Players
Exergame development using the dual flow model
Proceedings of the Sixth Australasian Conference on Interactive Entertainment
GrabApple: the design of a casual exergame
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
CHI '13 Extended Abstracts on Human Factors in Computing Systems
KINECTwheels: wheelchair-accessible motion-based game interaction
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Stand up, heroes!: gamification for standing people on crowded public transportation
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
Motion-based game interaction for older adults
ACM SIGACCESS Accessibility and Computing
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Acute cognitive benefits, such as temporary improvements in concentration, can result from as few as ten minutes of exercise; however, most people do not take exercise breaks throughout the day. To motivate people to receive the cognitive benefits of exercising in short bursts multiple times per day, we designed an engaging casual exergame. To determine whether there are cognitive benefits after playing our game, we conducted two studies to compare playing ten minutes of our casual exergame to a sedentary version of the game or exercise on a treadmill. We found acute cognitive benefits of the casual exergame over the sedentary version (but not treadmill exercise), demonstrated by significantly improved performance on two cognitive tests that require focus and concentration. Significant improvements were also found in participants' affective states after playing the casual exergame. Finally, our casual exergame produces similar exertion levels to treadmill exercise, but is perceived as more fun.