Gameplay and Design
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Considerations for the design of exergames
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
NEAT-o-Games: blending physical activity and fun in the daily routine
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
CARSS: A Framework for Learner-Centred Design with Children
International Journal of Artificial Intelligence in Education
Game design principles in everyday fitness applications
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
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
Developing adaptive exergames for adolescent children
Proceedings of the 11th International Conference on Interaction Design and Children
Understanding exergame users' physical activity, motivation and behavior over time
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Scatter!: a mobile non-parallel multiplayer exertion game
Proceedings of the 12th International Conference on Interaction Design and Children
Managing health with mobile technology
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Exergames, games that encourage and facilitate physical exercise, are growing in popularity thanks to progressions in ubiquitous technologies. While initial findings have confirmed the potential of such games, little research has been done on systems which target the needs of adolescent children. In this paper we introduce iFitQuest, a mobile location-aware exergame designed with adolescent children in mind. In an attempt to understand how exergames can be used to target adolescent children, and whether they can be effective for this demographic, we outline the results of a school based field study conducted within a P.E. class. Through a detailed analysis of our results, we conclude that iFitQuest appeals to twelve to fifteen year olds and causes them to exercise at moderate to vigorous levels. However, in order to develop effective systems that can dynamically adapt to the adolescent users, further research into different categories of users' behavior is required.