NEAT-o-Games

Author:

Fujiki Yuichi1,Kazakos Konstantinos1,Puri Colin1,Buddharaju Pradeep1,Pavlidis Ioannis1,Levine James2

Affiliation:

1. University of Houston, Houston, TX

2. Mayo Clinic, Rochester, MN

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.

Funder

Division of Information and Intelligent Systems

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Science Applications

Reference36 articles.

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2. The Role of Fun in Workplace Health and Well-being;American Journal of Health Promotion;2024-01-21

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4. Wearable-based human flow experience recognition enhanced by transfer learning methods using emotion data;Computers in Biology and Medicine;2023-11

5. Nutri-Smober: A Preliminary Study to Investigate the Domain Dependency of Behaviour Change Strategies in Persuasive Games;Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play;2022-11-02

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