skip to main content
10.1145/1690388.1690488acmotherconferencesArticle/Chapter ViewAbstractPublication PagesesemConference Proceedingsconference-collections
research-article

Interactive fitness game for public places

Published: 29 October 2009 Publication History

Abstract

We present a concept of a fitness game that can be installed in public places and encourage passers-by to participate in a short play. The game is controlled by players' body motions and thus provokes physical exercises. Moreover, the game encourages social interactions between players, if played in multi-user mode. To play the game a person needs a mobile phone with accelerometer. We describe the game design based on engagement theories and the first evaluation results. The game can beneficially combine physical exercises and social interactions in a playful way.

References

[1]
Vorderer, P., Hartmann, T., Klimmt, C.: Explaining the Enjoyment of Playing Video Games: The Role of Competition. In: 2nd International Conference on Entertainment Computing, pp. 1--9. Carnegie Melon University, Pittsburg (2003)
[2]
Malone, T. W.: What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games. In: 3rd ACM Symposium on Small Systems, pp. 162--169. ACM Press, New York (1980)
[3]
Caluwé, L., Hofstede, G. J., Peters, V.: Why Do Games Work? Kluwer, Deventer (2008)
[4]
Mueller F., Stevens G., Thorogood A., O'Brien S., Wulf V. Sport over Distance, Personal and Ubiquitous Computing, Volume 11, Issue 8, Dec. 2007, p. 633--645
[5]
Blinkenlights http://www.blinkenlights.net/
[6]
O'Hara, K., Glancy, M., Robertshaw, S.: Understanding collective play in an urban screen game. In: ACM Conference on Computer Supported Cooperative Work, pp. 67--76. ACM Press, New York (2008)

Index Terms

  1. Interactive fitness game for public places

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Other conferences
    ACE '09: Proceedings of the International Conference on Advances in Computer Entertainment Technology
    October 2009
    456 pages
    ISBN:9781605588643
    DOI:10.1145/1690388
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    • Foundation of the Hellenic World

    In-Cooperation

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 29 October 2009

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. engagement
    2. fitness games
    3. physical activity
    4. social interactions

    Qualifiers

    • Research-article

    Funding Sources

    Conference

    ACE '09
    Sponsor:

    Acceptance Rates

    Overall Acceptance Rate 36 of 90 submissions, 40%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • 0
      Total Citations
    • 268
      Total Downloads
    • Downloads (Last 12 months)1
    • Downloads (Last 6 weeks)1
    Reflects downloads up to 15 Feb 2025

    Other Metrics

    Citations

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media