CARSS: A Framework for Learner-Centred Design with Children
International Journal of Artificial Intelligence in Education
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Physical activity motivating games: virtual rewards for real activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exergame effectiveness: what the numbers can tell us
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Developing engaging exergames with simple motion detection
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
Proceedings of the 13th international conference on Ubiquitous computing
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international 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
Understanding exergame users' physical activity, motivation and behavior over time
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Thanks to progression in ubiquitous technologies, exergames have emerged with the potential to motivate and facilitate exercise within an enjoyable context. While early research has shown the potential of the genre, little work has been done on systems that specifically target adolescent children, with their unique requirements and needs. In order to develop well suited exergames, capable of adapting to the situation of the player, work must me done to better understand the exergame experience. In this research we investigate how different demographics (gender, gaming backgrounds, exercise backgrounds) of adolescent children react to an exergame in order to begin understanding what contributes to an affective exergame experience, and how this differs between users. This work forms the first steps in modelling children within exergames with the goal of developing systems capable of adapting to the unique needs of the player.