Nothing Special   »   [go: up one dir, main page]

Skip to main content

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

  • Conference paper
Persuasive Technology. Design for Health and Safety (PERSUASIVE 2012)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 7284))

Included in the following conference series:

Abstract

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.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Similar content being viewed by others

References

  1. US Department of Health and Human Services, http://healthypeople.gov/2020/topicsobjectives2020/overview.aspx?topicid=33

  2. Bogost, I.: The rhetoric of exergaming. In: 42nd Design Automation Conference (2005), http://www.bogost.com/downloads/I.%20Boogst%20The%20Rhetoric%20of%20Exergaming.pdf

  3. Graf, D.L., Pratt, L.V., Hester, C.N., Short, K.R.: Playing Active Video Games Increases Energy Expenditure in Children. Pediatrics 124(2), 534–540 (2009)

    Article  Google Scholar 

  4. Doran, K., Pickford, S., Austin, C., Walker, T., Barnes, T.: World of Workout: Towards Pervasive, Intrinsically Motivated, Mobile Exergaming. In: Meaningful Play 2010 Conference, Michigan State University (2010)

    Google Scholar 

  5. Wylie, C.G., Coulton, P.: Mobile Exergaming. In: 2008 International Conference on Advances in Computer Entertainment Technology, pp. 338–341. ACM Press, New York (2008)

    Google Scholar 

  6. World Health Organization: Chronic diseases and health promotion — Global Physical Activity Surveillance, http://www.who.int/chp/steps/GPAQ/en/index.html

  7. Kendzierski, D., DeCarlo, K.J.: Physical Activity Enjoyment Scale: Two Validation Studies. J. Sport Exerc. Psychol. 13(1), 50–64 (1991)

    Google Scholar 

  8. Pokéwalker, http://www.pokemongoldsilver.com/us/#/features/pokewalker/

  9. GoldWalker, http://itunes.apple.com/us/app/goldwalker/id372683234?mt=8

  10. The Hidden Park, http://www.thehiddenpark.com/

  11. Seek ‘n Spell, http://www.seeknspell.com/

  12. Stanley, K.G., Livingston, I., Bandurka, A., Kapiszka, R., Mandryk, R.L.: PiNiZoRo: A GPS–Based Exercise Game for Families. In: 2010 International Academic Conference on the Future of Game Design and Technology, pp. 243–246. ACM Press, New York (2010)

    Chapter  Google Scholar 

  13. Nike+, http://nikerunning.nike.com/nikeos/p/nikeplus/en_US/plus/#//dashboard/

  14. Kazakos, K., Fujiki, Y., Puri, C., Bhuddaraju, P., Pavlidis, I., Levine, J.: NEAT-o-Games: Exertion Interface Interwoven in Daily Life. In: 26th ACM Conference on Human Factors in Computing Systems Workshop on Exertion Interfaces, pp. 1–3. ACM Press, New York (2008)

    Google Scholar 

  15. Consolvo, S., McDonald, D.W., Toscos, T., Chen, M.Y., Froehlich, J., Harrison, B., Klasnja, P., LaMarca, A., LeGrand, L., Libby, R., Smith, I., Landay, J.A.: Activity Sensing in the Wild: A Field Trial of UbiFit Garden. In: 26th ACM Conference on Human Factors in Computing Systems, pp. 1797–1806. ACM Press, New York (2008)

    Google Scholar 

  16. Buttussi, F., Chittaro, L.: Smarter Phones for Healthier Lifestyles: An Adaptive Fitness Game and Its Evaluation. IEEE Pervasive Computing 9(4), 51–57 (2010)

    Article  Google Scholar 

  17. Chu Yew Lee, S.L., Been-Lirn Duh, H., Quek, F.: Investigating Narrative in Mobile Games for Seniors. In: 28th ACM Conference on Human Factors in Computing Systems, pp. 669–672. ACM Press, New York (2010)

    Google Scholar 

  18. Fu, F.L., Su, R.C., Yu, S.C.: EGameFlow: A Scale to Measure Learners’ Enjoyment of E–Learning Games. Computers and Education 52(1), 101–112 (2009)

    Article  Google Scholar 

  19. Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper Collins, New York (1991)

    Google Scholar 

  20. Borg, G.: Perceived Exertion as an Indicator of Somatic Stress. Scand. J. Rehabil. Med. 2(2), 92–98 (1970)

    Google Scholar 

  21. U.S. Centers for Disease Control and Prevention, http://www.cdc.gov/physicalactivity/everyone/measuring/exertion.html

  22. Croker, P.R.E., Bouffard, M., Gessaroli, M.E.: Measuring Enjoyment in Youth Sport Settings: A Confirmatory Factor Analysis of Physical Activity Enjoyment Scale. J. Sport Exerc. Psychol. 17(2), 200–205 (1995)

    Google Scholar 

  23. Mueller, F., Vetere, F., Gibbs, M.R., Agamanolis, S., Sheridan, J.: Jogging Over a Distance: The Influence of Design in Parallel Exertion Games. In: 5th ACM SIGGRAPH Symposium on Video Games, pp. 63–68. ACM Press, New York (2010)

    Google Scholar 

  24. Klasnja, P., Consolvo, S., Pratt, W.: How to Evaluate Technologies for Health Behavior Change in HCI Research. In: 29th ACM Conference on Human Factors in Computing Systems, pp. 3063–3072. ACM Press, New York (2011)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2012 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Chittaro, L., Sioni, R. (2012). Turning the Classic Snake Mobile Game into a Location–Based Exergame that Encourages Walking. In: Bang, M., Ragnemalm, E.L. (eds) Persuasive Technology. Design for Health and Safety. PERSUASIVE 2012. Lecture Notes in Computer Science, vol 7284. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-31037-9_4

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-31037-9_4

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-31036-2

  • Online ISBN: 978-3-642-31037-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics