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

机译:将经典的Snake手机游戏变成鼓励步行的基于位置的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(将运动与娱乐相结合的视频游戏)可以通过增加娱乐性来鼓励体育锻炼。移动设备是exergames的有趣平台,因为它们可以支持户外活动,例如步行和跑步。文献中已经提出了不同的移动游戏,并且通常通过非正式访谈和临时问卷进行评估。我们在本文中提出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游戏,以鼓励步行。为此,我们提出了经典Snake手机游戏的基于位置的版本,用户可以在其中通过行走来控制蛇。其次,我们希望通过采用医学文献中使用的经过验证的问卷调查,在评估运动游戏中引入重要的措施(例如,用户对步行的态度)。本文提出的研究结果阐明了用户生活方式的差异如何与游戏乐趣和游戏精神促进的态度变化相关。

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