Gemini: A Pervasive Accumulated Context Exergame
dc.contributor.author | Stanley, Kevin G. | |
dc.contributor.author | Livingston, Ian J. | |
dc.contributor.author | Bandurka, Alan | |
dc.contributor.author | Hashemian, Mohammad | |
dc.contributor.author | Mandryl, Regan L. | |
dc.date.accessioned | 2015-08-06T21:55:22Z | |
dc.date.available | 2015-08-06T21:55:22Z | |
dc.date.issued | 2011 | |
dc.description.abstract | Exergames encourage physical activity, but generally require specialized hardware and prescribed activities; whereas pervasive accumulated context exergames (PACEs) allow players to choose their type of exercise, but have limited depth of play. For mass commercialization of PACEs, facilitating long-term behavioural change, we propose two requirements: that PACEs support large-scale and flexible deployment; and that the design of PACEs support staying power through long-term playability. From these requirements, we motivate six PACE design principles and use these principles to develop a multiplayer roleplaying PACE. Results from a week-long study of our game showed that by satisfying the six design principles, we can create a PACE with scalability and staying power. Our results are the first step toward creating PACEs that promotes long-term game engagement, which is needed for activity-related behaviour change. | en_US |
dc.description.refereed | Yes | en_US |
dc.identifier.doi | 10.1007/978-3-642-24500-8_8 | |
dc.identifier.uri | http://hdl.handle.net/1880/50846 | |
dc.identifier.uri | https://doi.org/10.11575/PRISM/46207 | |
dc.publisher | Springer | en_US |
dc.publisher.url | http://dx.doi.org/10.1007/978-3-642-24500-8_8 | en_US |
dc.title | Gemini: A Pervasive Accumulated Context Exergame | en_US |
dc.type | unknown |
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