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Turning the Classic Snake Mobile Game into a Location-Based Exergame that Encourages Walking

机译:将经典的蛇移动游戏转变为促进行走的基于位置的Exergame

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Exergames (video games that combine exercise and play) could encourage physical activity by making it more enjoyable. Mobile devices are an interesting platform for exergames because they can support outdoors activities such as walking and running. Different mobile exergames have been proposed in the literature, and typically evaluated with informal interviews and ad-hoc questionnaires. The research we present in this paper had two main goals. First, we wanted to design a fun and easy-to-use mobile exergame to encourage walking. To this purpose, we propose a location-based version of the classic Snake mobile game, in which users can control the snake by walking. Second, we wanted to introduce important measures (such as users' attitude towards walking) in the evaluation of exergames, by adopting validated questionnaires employed in the medical literature. The results of the study presented in this paper shed light on how differences in users' lifestyle can be related to exergame enjoyment and to attitude change fostered by the exergame.
机译:Exergames(相结合运动和播放的视频游戏)可以通过使其更加愉快地鼓励身体活动。移动设备是Exergames的一个有趣的平台,因为它们可以支持户外活动,例如步行和运行。在文献中提出了不同的移动Exergame,通常用非正式访谈和临时问卷进行评估。我们本文呈现的研究有两个主要目标。首先,我们想设计一个有趣且易于使用的移动Exergame,以鼓励走路。为此目的,我们提出了一个基于位置的经典蛇移动游戏版本,用户可以通过行走来控制蛇。其次,我们希望通过采用医学文献中雇用的经过验证的问卷评估Exergames评估Exergames的重要措施(如用户对行走的态度)。本文提出了研究结果,阐明了用户生活方式的差异如何与Exergame享受和Exergame培养的态度变化有关。

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