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Gemini redux: Understanding player perception of accumulated context

机译:双子座redux:了解玩家对累积背景的感知

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A lack of activity and increased sedentary behavior provide serious health risks in the developed world. Replacing sedentary screen time like watching TV or playing traditional video games has been one proposed method to address this issue through technology. However, active screen time requires that players be in a specific place to exercise, and is therefore less appealing for anti-sedentary behavior measures which must occur regularly throughout the day regardless of the user's location. Linking activity to mobile devices is a more appealing method for combating sedentary behavior. A particularly appealing class of games in this category is the Pervasive Accumulated Context Exergame (PACE) which passively collects activity during the day, and rewards the participant in a later sedentary game. However, it is unclear how the in game rewards are mediated by play style and feedback. In this paper, we examine a highly sophisticated PACE game through a user study to understand how users perceive their activity.
机译:缺乏活动和久坐的行为增加了发达国家的严重健康风险。替代久坐的屏幕时间,例如看电视或玩传统的视频游戏,已成为一种通过技术解决此问题的方法。但是,有效的屏幕时间要求玩家在特定的位置进行锻炼,因此对于需要在一天中有规律地进行的反sedentary行为措施的吸引力较小,而与用户的位置无关。将活动链接到移动设备是打击久坐行为的一种更具吸引力的方法。此类别中特别吸引人的游戏类别是普及累积性情境游戏(PACE),该游戏被动地收集白天的活动,并在以后的久坐游戏中奖励参与者。但是,尚不清楚游戏风格和反馈如何介导游戏内奖励。在本文中,我们通过用户研究来研究一种高度复杂的PACE游戏,以了解用户如何看待他们的活动。

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