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Physical activity motivating games: you can play, mate!

Published: 23 November 2009 Publication History

Abstract

Contemporary lifestyle is becoming increasingly more sedentary: a little physical activity and much sedentary activity. The nature of sedentary activity is self-reinforcing, such that increasing physical and decreasing sedentary activity is difficult. Rather than trying to motivate users to reduce the time spent on sedentary activity, we focus on integrating physical activity into the sedentary activity of computer games playing through a novel game design. Our design leverages engagement with games in order to motivate users to perform physical activity, as part of the sedentary playing, by offering game rewards in return for physical activity performed. In this work we report on an initial user study of our game design applied to the open source Neverball game. We motivated users (in this case children) to perform physical activity by reducing the time allocated to perform tasks and captured their activity through accelerometers configured to recognise jumping movements. Findings showed that users performed more physical activity and decreased the amount of sedentary time when playing the active version of Neverball, while not reporting a decrease in perceived enjoyment of playing.

References

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Berkovsky, S., Bhandari, D., Kimani, S., Colineau, N., Paris, C.: Designing Games to Motivate Physical Activity, Proc. of Persuasive, Claremont, 2009.
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Campbell, T., Ngo, B., Fogarty, J.: Game Design Principles in Everyday Fitness Applications. Proc. of CSCW, San Diego, 2008.
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Consolvo, S., Everitt, K., Smith, I., Landay, J. A.: Design Requirements for Technologies that Encourage Physical Activity. Proc. of CHI, Montréal, 2006.
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Fujiki, Y., Kazakos, K., Puri, C., Buddharaju, P., Pavlidis, I., Levine, J.: NEAT-o-Games: Blending Physical Activity and Fun in the Daily Routine. ACM Computers in Entertainment, vol. 6(2), 2008.
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Cited By

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  • (2016)Effectiveness of a smartphone app in increasing physical activity amongst male adults: a randomised controlled trialBMC Public Health10.1186/s12889-016-3593-916:1Online publication date: 2-Sep-2016
  • (2012)Methodological ReviewJournal of Biomedical Informatics10.1016/j.jbi.2011.08.01745:1(184-198)Online publication date: 1-Feb-2012

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Published In

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OZCHI '09: Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
November 2009
445 pages
ISBN:9781605588544
DOI:10.1145/1738826
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 23 November 2009

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Author Tags

  1. behavioural change
  2. game design
  3. motivation
  4. physical activity
  5. serious games
  6. user study

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OZCHI '09

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OZCHI '09 Paper Acceptance Rate 32 of 60 submissions, 53%;
Overall Acceptance Rate 362 of 729 submissions, 50%

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Cited By

View all
  • (2016)Effectiveness of a smartphone app in increasing physical activity amongst male adults: a randomised controlled trialBMC Public Health10.1186/s12889-016-3593-916:1Online publication date: 2-Sep-2016
  • (2012)Methodological ReviewJournal of Biomedical Informatics10.1016/j.jbi.2011.08.01745:1(184-198)Online publication date: 1-Feb-2012

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