ARQuake: the outdoor augmented reality gaming system
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
Exertion interfaces: sports over a distance for social bonding and fun
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interweaving mobile games with everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
NEAT-o-games: ubiquitous activity-based gaming
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Integrating cumulative context into computer games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Designing games to motivate physical activity
Proceedings of the 4th International Conference on Persuasive Technology
Proceedings of the 2nd International Conference on PErvasive Technologies Related to Assistive Environments
Serious games for health: personalized exergames
Proceedings of the international conference on Multimedia
Computers in Human Behavior
FreeGaming: mobile, collaborative, adaptive and augmented exergaming
Proceedings of the 8th International Conference on Advances in Mobile Computing and Multimedia
A cloud-based serious games framework for obesity
Proceedings of the 1st ACM multimedia international workshop on Cloud-based multimedia applications and services for e-health
Mobile games and design requirements to increase teenagers' physical activity
Pervasive and Mobile Computing
A serious game supporting collaboration
Proceedings of the 2013 conference on Computer supported cooperative work companion
The changing nature of user attitudes toward virtual world technology: A longitudinal study
Computers in Human Behavior
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This paper describes the process of monitoring obese people through a cloud-based serious game that promotes them to engage in physical exercises in a playful manner. The monitoring process focuses on obtaining various health and exercise-related parameters of obese during game-play, such as heart rate, weight, step count and calorie burn, which contributes to their weight loss. While the obese are engaged in the game session, therapists/caregivers can access their health data anytime, anywhere and from any device to change the game complexity level and accordingly provide on the spot recommendation. In our study, we evaluate how the different physical activities performed through this game impact their cognitive behavior in terms of attention, relevance, confidence and satisfaction. The evaluation was based on the participation of 150 undergraduate obese and overweight students who were asked to play the game and fill a questionnaire after game-play. The data analysis conducted on their feedback showed that they were self-aware and motivated to play the game for weight loss.