An algorithmic framework for performing collaborative filtering
Proceedings of the 22nd annual international ACM SIGIR conference on Research and development in information retrieval
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
GameFlow: a model for evaluating player enjoyment in games
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
Chick clique: persuasive technology to motivate teenage girls to exercise
CHI '06 Extended Abstracts on Human Factors in Computing Systems
A fitness game reflecting heart rate
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Shakra: tracking and sharing daily activity levels with unaugmented mobile phones
Mobile Networks and Applications
Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CHI '08 Extended Abstracts on Human Factors in Computing Systems
NEAT-o-Games: blending physical activity and fun in the daily routine
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Adaptation of Graphics and Gameplay in Fitness Games by Exploiting Motion and Physiological Sensors
SG '07 Proceedings of the 8th international symposium on Smart Graphics
Game design principles in everyday fitness applications
Proceedings of the 2008 ACM conference on Computer supported cooperative work
Theory-driven design strategies for technologies that support behavior change in everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Empirically building and evaluating a probabilistic model of user affect
User Modeling and User-Adapted Interaction
Activity interface for physical activity motivating games
Proceedings of the 15th international conference on Intelligent user interfaces
Physical activity motivating games: virtual rewards for real activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Promoting physical activity through internet: a persuasive technology view
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
Application Design for Wearable Computing
Application Design for Wearable Computing
Recommender algorithms in activity motivating games
Proceedings of the fourth ACM conference on Recommender systems
Designing sports: a framework for exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exploring haptic feedback in exergames
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Embedding behavior modification strategies into a consumer electronic device: a case study
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Personalizing the player experience in MMORPGs
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Influencing Individually: Fusing Personalization and Persuasion
ACM Transactions on Interactive Intelligent Systems (TiiS)
Become a member of the last gentlemen: designing for prosocial driving
Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
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People’s daily lives have become increasingly sedentary, with extended periods of time being spent in front of a host of electronic screens for learning, work, and entertainment. We present research into the use of an adaptive persuasive technology, which introduces bursts of physical activity into a traditionally sedentary activity: computer game playing. Our game design approach leverages the playfulness and addictive nature of computer games to motivate players to engage in mild physical activity. The design allows players to gain virtual in-game rewards in return for performing real physical activity captured by sensory devices. This article presents a two-stage analysis of the activity-motivating game design approach applied to a prototype game. Initially, we detail the overall acceptance of active games discovered when trialing the technology with 135 young players. Results showed that players performed more activity without negatively affecting their perceived enjoyment of the playing experience. The analysis did discover, however, a lack of balance between the amounts of physical activity carried out by players with various gaming skills, which prompted a subsequent investigation into adaptive techniques for balancing the amount of physical activity performed by players. An evaluation of additional 90 players showed that adaptive techniques successfully overcame the gaming skills dependence and achieved more balanced activity levels. Overall, this work positions activity-motivating games as an approach that can potentially change the way players interact with computer games and lead to healthier lifestyles.