Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
EGameFlow: A scale to measure learners' enjoyment of e-learning games
Computers & Education
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Investigating narrative in mobile games for seniors
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Jogging over a distance: the influence of design in parallel exertion games
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Smarter Phones for Healthier Lifestyles: An Adaptive Fitness Game
IEEE Pervasive Computing
PiNiZoRo: a GPS-based exercise game for families
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
How to evaluate technologies for health behavior change in HCI research
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Harnessing social dynamics through persuasive technology to promote healthier lifestyle
Computers in Human Behavior
Exploring audio storytelling in mobile exergames to affect the perception of physical exercise
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
Assessing the User Experience Design as a Persuasive Methodology in a Real World Sport Application
Proceedings of International Conference on Advances in Mobile Computing & Multimedia
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Exergames (video games that combine exercise and play) could encourage physical activity by making it more enjoyable. Mobile devices are an interesting platform for exergames because they can support outdoors activities such as walking and running. Different mobile exergames have been proposed in the literature, and typically evaluated with informal interviews and ad---hoc questionnaires. The research we present in this paper had two main goals. First, we wanted to design a fun and easy-to-use mobile exergame to encourage walking. To this purpose, we propose a location---based version of the classic Snake mobile game, in which users can control the snake by walking. Second, we wanted to introduce important measures (such as users' attitude towards walking) in the evaluation of exergames, by adopting validated questionnaires employed in the medical literature. The results of the study presented in this paper shed light on how differences in users' lifestyle can be related to exergame enjoyment and to attitude change fostered by the exergame.