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  1. Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games (Sandbox '10)
  2. Exergame effectiveness: what the numbers can tell us
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Designing entertaining educational games using procedural rhetoric: a case study
Can "Gaming 2.0" help design "Serious Games"?: a comparative study
A narrative-driven design approach for casual games with children
Using semiotic grammars for the rapid design of evolving video game mechanics
PADS: enhancing gaming experience using profile-based adaptive difficulty system
Design patterns to guide player movement in 3D games
3PI experiment: immersion in third-person view
Correlation between heart rate, electrodermal activity and player experience in first-person shooter games
Exergame effectiveness: what the numbers can tell us
Jogging over a distance: the influence of design in parallel exertion games
NeuroRehab + the "Fun" factor
Vibraudio pose: an investigation of non-visual feedback roles for body controlled video games

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Exergame effectiveness: what the numbers can tell us

Content Provider ACM Digital Library
Author Nixon, Nicole Welch, Jo Whitehead, Anthony Johnston, Hannah
Abstract A sedentary lifestyle is linked to many diseases, including diabetes and heart disease, as well as ailments such as obesity, which is becoming the major root cause of early death in most industrialized countries. The advent of the television, computers and videogames has resulted in a more sedentary lifestyle, with more time spent in front of a screen more than ever before. Exergaming is a term used to describe video games that provide encouragement to exercise, particularly for an audience that may be reluctant to engage in the more traditional forms of exercise. Exergames are a commonly accepted method of encouraging more physical activity to promote better health for those with high levels of sedentary screen time. In this work, we survey a number of quantitative exergame studies to define a general set of elements that make exergames effective from a physical standpoint. We also examine the intended audience and the incentive elements necessary for an exergame to meet the needs of its audience. Finally, we examine our own exergame system and how well it performs against commercial systems.
Starting Page 55
Ending Page 62
Page Count 8
File Format PDF MP4
ISBN 9781450300971
DOI 10.1145/1836135.1836144
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2010-07-28
Publisher Place New York
Access Restriction Subscribed
Subject Keyword Exergames Sensor networks Snap Quantitative analysis
Content Type Audio Text
Resource Type Article
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