Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Personal and Ubiquitous Computing
Does Body Movement Engage You More in Digital Game Play? and Why?
ACII '07 Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction
Persuasive technology for human well-being: setting the scene
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
Persuasiveness of a mobile lifestyle coaching application using social facilitation
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
Comparative feedback in the street: exposing residential energy consumption on house façades
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part I
Individual differences in persuadability in the health promotion domain
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
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Few people reach the recommended levels of moderate-intensity physical activity (MIPA). This study examines whether persuasive technology, in the form of a smartphone game, can help people engage more in MIPA. A smartphone boat racing game was developed that requires users to make rowing movements and therefore engage in MIPA to play it successfully. With these rowing movements, users can control the movement of a virtual boat across a virtual track on an external screen. Users were fond of the concept of the game. However, a sub-optimal implementation resulted in users not wanting to replay the game and thus not developing a habit involving performance of MIPA. The implementation of the concept was inadequate for testing the hypothesis that a smartphone game can help people engage more in MIPA.