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NEAT-o-Games: blending physical activity and fun in the daily routine

Published:01 July 2008Publication History
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Abstract

This article describes research that aims to encourage physical activity through a novel pervasive gaming paradigm. Data from a wearable accelerometer are logged wirelessly to a cell phone and control the animation of an avatar that represents the player in a virtual race game with other players over the cellular network. Winners are declared every day and players with an excess of activity points can spend some to get hints in mental games of the suite, like Sudoku. The racing game runs in the background throughout the day and every little move counts. As the gaming platform is embedded in the daily routine of players, it may act as a strong behavioral modifier and increase everyday physical activity other than volitional sporting exercise. Such physical activity (e.g., taking the stairs), is termed NEAT and was shown to play a major role in obesity prevention and intervention. A pilot experiment demonstrates that players are engaged in NEAT-o-Games and become more physically active while having a good dosage of fun.

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            • Published in

              cover image Computers in Entertainment
              Computers in Entertainment   Volume 6, Issue 2
              Theoretical and Practical Computer Applications in Entertainment
              April/June 2008
              225 pages
              EISSN:1544-3574
              DOI:10.1145/1371216
              Issue’s Table of Contents

              Copyright © 2008 ACM

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              Publication History

              • Published: 1 July 2008
              • Accepted: 1 April 2008
              • Received: 1 October 2007

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