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Development of an Exergame on Mobile Phones to Increase Physical Activity for Adults with Severe Mental Illness

Published: 26 June 2018 Publication History

Abstract

Maintaining a certain level of Physical Activity (PA) is important to prevent some chronic pathologies. This is even more important for individuals with severe mental health problems, but they have many barriers that make it very difficult for them to be physically active, including lack of motivation. In this paper, we propose an exergame that aims to help these people integrate PA into their daily lives. This exergame is designed on a smartphone in order to be able to follow the level of activity of the player on a daily basis. It offers game mechanics that allow the player to manage their PA. However, it encourages them to be physically active so that they can progress more easily in the game. The application uses an activity detection algorithm to measure the level of PA. We offer a preliminary study on healthy subjects on a demo version of the game that observes their gaming experience. The results show that the mechanics are globally appreciated and that the game allows each player to manage his PA as he wishes.

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Cited By

View all
  • (2024)Smartphone-based serious games for mental health: a scoping reviewMultimedia Tools and Applications10.1007/s11042-024-18971-w83:36(84047-84094)Online publication date: 6-Apr-2024
  • (2022)Persuasive Strategies and Their Implementations in Mobile Interventions for Physical Activity: A Systematic ReviewInternational Journal of Human–Computer Interaction10.1080/10447318.2022.207557339:12(2292-2338)Online publication date: 12-Jun-2022
  • (2022)Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategiesUser Modeling and User-Adapted Interaction10.1007/s11257-022-09319-w32:1-2(165-214)Online publication date: 7-Mar-2022
  • Show More Cited By

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Published In

cover image ACM Other conferences
PETRA '18: Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference
June 2018
591 pages
ISBN:9781450363907
DOI:10.1145/3197768
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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  • NSF: National Science Foundation

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 June 2018

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Author Tags

  1. Cognitive impairment
  2. Computer games
  3. Physical activity
  4. Smartphones

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Cited By

View all
  • (2024)Smartphone-based serious games for mental health: a scoping reviewMultimedia Tools and Applications10.1007/s11042-024-18971-w83:36(84047-84094)Online publication date: 6-Apr-2024
  • (2022)Persuasive Strategies and Their Implementations in Mobile Interventions for Physical Activity: A Systematic ReviewInternational Journal of Human–Computer Interaction10.1080/10447318.2022.207557339:12(2292-2338)Online publication date: 12-Jun-2022
  • (2022)Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategiesUser Modeling and User-Adapted Interaction10.1007/s11257-022-09319-w32:1-2(165-214)Online publication date: 7-Mar-2022
  • (2021)Ethics and Law in Research on Algorithmic and Data-Driven Technology in Mental Health Care: Scoping ReviewJMIR Mental Health10.2196/246688:6(e24668)Online publication date: 10-Jun-2021
  • (2021)The Purpose of PlayACM Transactions on Computer-Human Interaction10.1145/343224528:2(1-40)Online publication date: 17-Apr-2021
  • (2021)Development of a Mobile Exergame to Implement Brief Interventions to Increase Physical Activity for Adults with SchizophreniaSerious Games10.1007/978-3-030-88272-3_14(185-199)Online publication date: 7-Oct-2021
  • (2020)Trends in Persuasive Technologies for Physical Activity and Sedentary Behavior: A Systematic ReviewFrontiers in Artificial Intelligence10.3389/frai.2020.000073Online publication date: 28-Apr-2020
  • (2020)Go&GrowProceedings of the ACM on Human-Computer Interaction10.1145/34152224:CSCW2(1-28)Online publication date: 15-Oct-2020
  • (2020)Two Years After: A Scoping Review of GDPR Effects on Serious Games Research Ethics ReportingGames and Learning Alliance10.1007/978-3-030-63464-3_35(372-385)Online publication date: 2-Dec-2020
  • (2018)Maximizing Player Engagement in a Global Warming Sensitization Video Game Through Reinforcement LearningProceedings of the 4th EAI International Conference on Smart Objects and Technologies for Social Good10.1145/3284869.3284920(196-201)Online publication date: 28-Nov-2018

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