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World Of Riders: Exercising is Fun

Published: 15 October 2016 Publication History

Abstract

In the future, people will go to gym not only to workout, but also to have fun. Gym clients will not need to worry about their workout anymore, they will have different games that they can play by using different exercise devices. Those games are fun, engaging and effective. Players through a cooperative or competitive environment (depending on the game) can have fun while unconsciously exercising. Gyms will be a place of social interaction and fun for everybody. World of Riders1 is a first approach to make this prediction become true. World of Riders is a virtual reality (VR) based massive multiplayer online exergame, players join a match as soon as they start exercising, in the match they are able to see other players and they have to work together to defeat a boss. In order to play the game, the player have to move to certain areas on the map. The game is designed to let players vary their exercise intensity over time to implement a high intensity interval training. Players also are able to exchange items during the fight to help each other and so cooperation is one of the features of the game

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Cited By

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  • (2024)Born to Run, Programmed to Play: Mapping the Extended Reality Exergames LandscapeProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642124(1-28)Online publication date: 11-May-2024
  • (2023)Binary Social Game: A Principle for Enhancing Desired Behaviors through Asynchronous Social InteractionsAdjunct Proceedings of the 2023 ACM International Joint Conference on Pervasive and Ubiquitous Computing & the 2023 ACM International Symposium on Wearable Computing10.1145/3594739.3610684(25-29)Online publication date: 8-Oct-2023
  • (2023)Dragon Hunter: Loss Aversion for Increasing Physical Activity in AR ExergamesProceedings of the 2023 Australasian Computer Science Week10.1145/3579375.3579403(212-221)Online publication date: 30-Jan-2023
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    cover image ACM Conferences
    CHI PLAY Companion '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts
    October 2016
    388 pages
    ISBN:9781450344586
    DOI:10.1145/2968120
    Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Publication History

    Published: 15 October 2016

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    Author Tags

    1. chi play
    2. exergame
    3. interval training
    4. video games

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    CHI PLAY Companion '16 Paper Acceptance Rate 35 of 50 submissions, 70%;
    Overall Acceptance Rate 421 of 1,386 submissions, 30%

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    View all
    • (2024)Born to Run, Programmed to Play: Mapping the Extended Reality Exergames LandscapeProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642124(1-28)Online publication date: 11-May-2024
    • (2023)Binary Social Game: A Principle for Enhancing Desired Behaviors through Asynchronous Social InteractionsAdjunct Proceedings of the 2023 ACM International Joint Conference on Pervasive and Ubiquitous Computing & the 2023 ACM International Symposium on Wearable Computing10.1145/3594739.3610684(25-29)Online publication date: 8-Oct-2023
    • (2023)Dragon Hunter: Loss Aversion for Increasing Physical Activity in AR ExergamesProceedings of the 2023 Australasian Computer Science Week10.1145/3579375.3579403(212-221)Online publication date: 30-Jan-2023
    • (2020)HIITCopter: Analysis of the Suitability of VR Exergaming for High-Intensity Interval TrainingProceedings of the 32nd Australian Conference on Human-Computer Interaction10.1145/3441000.3441009(293-302)Online publication date: 2-Dec-2020
    • (2018)Evaluation of the Game Exermon – A Strength Exergame Inspired by Pokémon GoAdvances in Computer Entertainment Technology10.1007/978-3-319-76270-8_27(384-405)Online publication date: 21-Feb-2018

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