58 research outputs found

    Mobile exergaming in adolescents’ everyday life—contextual design of where, when, with whom, and how: the SmartLife case

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    Exergames, more specifically console-based exergames, are generally enjoyed by adolescents and known to increase physical activity. Nevertheless, they have a reduced usage over time and demonstrate little effectiveness over the long term. In order to increase playing time, mobile exergames may increase potential playing time, but need to be engaging and integrated in everyday life. The goal of the present study was to examine the context of gameplay for mobile exergaming in adolescents’ everyday life to inform game design and the integration of gameplay into everyday life. Eight focus groups were conducted with 49 Flemish adolescents (11 to 17 years of age). The focus groups were audiotaped, transcribed, and analyzed by means of thematic analysis via Nvivo 11 software (QSR International Pty Ltd., Victoria, Australia). The adolescents indicated leisure time and travel time to and from school as suitable timeframes for playing a mobile exergame. Outdoor gameplay should be restricted to the personal living environment of adolescents. Besides outdoor locations, the game should also be adaptable to at-home activities. Activities could vary from running outside to fitness exercises inside. Furthermore, the social context of the game was important, e.g., playing in teams or meeting at (virtual) meeting points. Physical activity tracking via smart clothing was identified as a motivator for gameplay. By means of this study, game developers may be better equipped to develop mobile exergames that embed gameplay in adolescents’ everyday life

    A model for mobile exergame development to promote anti-sedentary behaviour

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    The term “exergame” is the combination word of exercise and videogames. Exergaming is playing exergames or any other video games to promote physical activity. Contemporary lifestyle has become increasingly sedentary: little physical (sports, exercises) and much sedentary (TV, computers) activity. The nature of sedentary activity is self-reinforcing, such that increasing physical and decreasing sedentary activity is difficult. As the growth of smartphones devices increased over the years, it becomes easier for an individual to play the exergame application in their mobile device anytime, anywhere. This research study mainly aims to promote anti-sedentary behaviour by using mobile exergame application. Therefore, a model has been proposed based on literature analysis on behaviour change models and survey experiment findings. The overall finding from the survey experiment suggest that by practising mobile exergame, an individual can expect a productive behaviour change which will motivate the user for a longer period of time. It also helps to identify the specific requirements of the prototype as well as contributes to the model development for this study. To evaluate the proposed model, a mobile exergame prototype called “FitUP” was developed as a proof of concept. Rapid Application Development (RAD) model was used as a guideline for the prototype development. In addition, a final survey was also conducted towards the end of this research study to gather the usability satisfaction data on the “FitUP” prototype which was developed for this research study

    Mobile Exergames: Exploring Methods for Generating Challenges based on the Context of Physical Interaction

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    À medida que as tecnologias móveis evoluem, a indústria de jogos móveis também evolui. Com telemóveis quase tão poderosos como os computadores ou consolas, a procura pelo desenvolvimento de jogos móveis aumenta. Herdando a interação física que os exergames oferecem, como os lançados para a Microsoft Kinect, Nintendo Wii ou PlayStation Move, os exergames móveis procuram entregar uma experiência de interação física através do uso de dispositivos móveis.A entrega nos jogos vem do equilibrio que existe entre a abilidade de completar um desafio e a dificuldade das mecânicas que o compõem. Nos exergames móveis, é a localização e movimentação do jogador que compõem as mechanics desenvolvidas.O objetivo principal deste projeto foi desenhar, desenvolver e avaliar uma framework para exergames móveis que permitesse desenvolver exergames novos e mais imersivos, mais depressa.Para atingir os objetivos, foi feita uma revisão bibliográfica sobre exergames, jogos baseados na localização e jogos móveis, o seu planeamento, desenvolvimento e os problemas que acarretam. O resultado do estudo permitiu recolher informação suficiente para definir os elementos principais que deveriam compor a framework para exergames móveis. Esses elementos foram, depois, mapeados em módulos e estruturas e serviços que pudessem alimentar framework e permitessem a criação de exergames móveis com base em novas mecânicas de interação física.Para avaliar o resultado do projeto, a framework foi testada com o desenvolvimento de um exergame móvel. A conclusão é que a framework expectada tem flexibilidade suficiente para criar novas mecânicas de exergames, possíveis de integrar com outras mecânicas, como fábulas e baseadas em localização.As mobile technology evolves, so does the mobile game industry. With smartphones almost as powerful as desktop computers or game consoles, development of mobile games increases. Inheriting the physical interaction that exergames provide, like those released for Microsoft Kinect, Nintendo Wii or PlayStation Move, mobile exergames aim to deliver physically-interactive experiences through the use of mobile devices.The immersion in games comes from balancing the skill level at completing a predefined challenge to the difficulty of the mechanics which compose that challenge. On mobile exergames, the player's location and motion information compose the mechanics that are developed.The primary goal of this project is to design, develop and evaluate a mobile exergames framework that can speed-up the development of new and more immersive exergame mechanics based on user context retrieved from location and motion sensors on a mobile decive.To achieve those goals, I started by performing a review on the topic of exergames, location-based games and mobile games, their design, development and problems. The result of the study provided enough information to define the core elements that should compose a mobile exergames framework. The core elements were then mapped into modules and structures and services thatcould feed the framework in a way that allowed developers to create mobile exergames based on new physically-interactive mechanics.To evaluate the results of project, the framework was tested with the development of a mobile exergame. The conclusion is that the expected resulting framework provides enough flexibility to create new exergame mechanics and that it can be integrated with other mechanics, such as storytelling and location-based

    The Influence of Mobile Exergaming on Blood Glucose Control in Adults with Type 2 Diabetes Mellitus

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    Background: Physical activity plays an important role in type 2 diabetes mellitus (T2DM) prevention and treatment. The hypothesis tested whether a serious mobile exergame (MOBIGAME) designed according to the needs of people suffering from T2DM and those at risk to develop it could have an impact on blood glucose parameters in adults with T2DM. Method: Sixteen participants with T2DM were randomized into an intervention and a control group. Over a period of 24 weeks, the intervention group used the MOBIGAME, and thus benefited from a large range of exercises that improve endurance, balance, strength, flexibility, and from daily physical activity as well as healthy lifestyle promotion. The control group benefited from one lifestyle counseling session that promoted physical activity, an information booklet on the benefits of regular physical activity and recommended exercises comparable to those of the MOBIGAME, and 24 weekly exercise logs. HbA1c, C-peptide, insulin, and blood glucose levels were recorded and HOMA-IR was calculated at the baseline and at the end of the intervention. Results: Fifteen participants completed the 24-week study. Patients in the intervention group significantly improved HbA1c (from 7.1 ± 0.3 % to 6.1 ± 0.3 % (1.0 ± 0.4 %; p = 0.022) while no significant reduction (from 7.5 ± 0.3 to 7.0 ± 0.3 % (0.557 ± 0.48 %; p = 0.256) was found in the control group. Changes in C-peptide, insulin and blood glucose levels as well as in HOMA-IR were not significant. Discussion: The MOBIGAME appears to have a positive impact on blood glucose control in adults with T2DM, but further analysis is necessary

    Sorterius - An augmented reality app for encouraging outdoor physical activity for people with intellectual disabilities

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    Many with intellectual disabilities (ID) have difficulties adhering to current physical activity guidelines. The goal of this study was to develop a mobile app for assisting people with ID to be more physically active. We implemented a solution that combines the digital and real world using augmented reality (AR). Eight people working with people with ID (special education teachers, social workers, psychologists, and researchers) tested the app and completed a usability test. Results indicate that a mobile app focusing on everyday life scenarios can have a potential value for the targeted user group, but AR solutions can be challenging.publishedVersionPaid open acces

    HikePal: A mobile exergame to motivate people with intellectual disabilities to do outdoor physical activities

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    People with intellectual disabilities often have a sedentary lifestyle that can lead to long-term issues like cardiovascular diseases, diabetes, obesity and depression. Although literature shows that the main reason for this is the lack of motivation to do physical activity, scarce research has been done in accessible apps to track and foster physical activities that address motivation. This paper presents HikePal, a game-inspired app to motivate individuals with intellectual disabilities to do physical activity outdoors. We have followed a design and creation research strategy using 1) semi-structured interviews with five experts (health care workers, special education experts and software engineers); 2) a focus group with an occupational therapist, a physical therapist and four software engineers; 3) a pilot user test with three individuals with intellectual disabilities and their caregivers. Having social interaction during the physical activity turned out to be a major motivational aspect of the system, whereas reward systems did not attract much of the users’ attention. Regarding the adapted navigational assistance, we found out that easy-to-read text, visual communication and street-level pictures were the key features to achieve successful and understandable guidance outdoors for people with intellectual disabilities. It proved useful to perform a test on the field and to refine the design guidelines in view of a forthcoming large-scale experimental test involving a larger number of persons with intellectual, sensory and motor disabilities

    Student’s habits and preferences in digital game : a case of designing an educational game for primary schools student

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    The embedded technology in learning for primary school students is seen as a paradigm shift in education. However, in developing countries, technology is more actively utilised in higher education and secondary schools rather than primary school. Digital game, on the other hand, is much preferred by primary school students after their school time. Educational games or even entertainment games can be found online or in the market, however, most of the designs are not user centric. This paper will further discuss the initial study phase which was done to; (1) identify student’s habits towards digital game usage; (2) identify digital game design preferences by students and; (3) purposive sampling findings. This investigation is to identify interested and capable students in engaging future digital game design activities. In order to further investigateon students’ habits and game design preferences, we will use the first phase of PDEduGame framework process. Hence, a preliminary investigation was done with 287 primary school students aged 10 to 11 years old. The Islamic Religious Primary School (KAFA) in Selangor District was selected for this investigation purposes. The next part of this study is the elaboration on the methodology used during the investigation. Some teachers were interviewed to support the investigation. The results from the investigation will be further discussed and elaborated in the descriptively. Finally, from the results, we suggest the input generated for the initial study stage for the second stage of the participatory design framework process

    The Calorie Burning Calculation System in Jogging Using a Thresholding-Based Accelerometer Sensor

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    Jogging has benefits for burning calories as well as for losing the weight of the body. However, the reality that often happens is that sportsmen overwork their body in exercising so that it has passed its normal threshold. This causes over or lower calorie burning in these athletes. To overcome these problems, we need a device that can later monitor calorie burning. This device is created on an Android-based platform using an accelerometer sensor. Using this sensor, the system can count the number of a person’s steps previously obtained through the threshold value as the threshold value to determine the steps. Calculation of calorie burning uses a formula that involves the number of footsteps, time, and weight of the user. This application testing involved 15 participants by comparing the calorie burning results through the application and manual calculation, so that the overall error percentage of 0.60% was obtained, so it can be concluded that 99.40% of the calorie burning calculation system in jogging using a thresholding-based accelerometer sensor is appropriate for athletes to provide information of their calories burning in jogging

    Evaluating the impact of physical activity apps and wearables: interdisciplinary review

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    Background: Although many smartphone apps and wearables have been designed to improve physical activity, their rapidly evolving nature and complexity present challenges for evaluating their impact. Traditional methodologies, such as randomized controlled trials (RCTs), can be slow. To keep pace with rapid technological development, evaluations of mobile health technologies must be efficient. Rapid alternative research designs have been proposed, and efficient in-app data collection methods, including in-device sensors and device-generated logs, are available. Along with effectiveness, it is important to measure engagement (ie, users’ interaction and usage behavior) and acceptability (ie, users’ subjective perceptions and experiences) to help explain how and why apps and wearables work. Objectives: This study aimed to (1) explore the extent to which evaluations of physical activity apps and wearables: employ rapid research designs; assess engagement, acceptability, as well as effectiveness; use efficient data collection methods; and (2) describe which dimensions of engagement and acceptability are assessed. Method: An interdisciplinary scoping review using 8 databases from health and computing sciences. Included studies measured physical activity, and evaluated physical activity apps or wearables that provided sensor-based feedback. Results were analyzed using descriptive numerical summaries, chi-square testing, and qualitative thematic analysis. Results: A total of 1829 abstracts were screened, and 858 articles read in full. Of 111 included studies, 61 (55.0%) were published between 2015 and 2017. Most (55.0%, 61/111) were RCTs, and only 2 studies (1.8%) used rapid research designs: 1 single-case design and 1 multiphase optimization strategy. Other research designs included 23 (22.5%) repeated measures designs, 11 (9.9%) nonrandomized group designs, 10 (9.0%) case studies, and 4 (3.6%) observational studies. Less than one-third of the studies (32.0%, 35/111) investigated effectiveness, engagement, and acceptability together. To measure physical activity, most studies (90.1%, 101/111) employed sensors (either in-device [67.6%, 75/111] or external [23.4%, 26/111]). RCTs were more likely to employ external sensors (accelerometers: P=.005). Studies that assessed engagement (52.3%, 58/111) mostly used device-generated logs (91%, 53/58) to measure the frequency, depth, and length of engagement. Studies that assessed acceptability (57.7%, 64/111) most often used questionnaires (64%, 42/64) and/or qualitative methods (53%, 34/64) to explore appreciation, perceived effectiveness and usefulness, satisfaction, intention to continue use, and social acceptability. Some studies (14.4%, 16/111) assessed dimensions more closely related to usability (ie, burden of sensor wear and use, interface complexity, and perceived technical performance). Conclusions: The rapid increase of research into the impact of physical activity apps and wearables means that evaluation guidelines are urgently needed to promote efficiency through the use of rapid research designs, in-device sensors and user-logs to assess effectiveness, engagement, and acceptability. Screening articles was time-consuming because reporting across health and computing sciences lacked standardization. Reporting guidelines are therefore needed to facilitate the synthesis of evidence across disciplines

    Effective strategies for promoting physical activity through the use of digital media among school-age children: A systematic review

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    Digital media are widespread among school-age children, and their incorrect use may lead to an increase in sedentary levels and the consequences associated with it. There are still few studies that have investigated whether physical activity levels could be increased through their use. The aim of this study was to systematically review the scientific literature in order to identify whether digital strategies and technologies are capable of increasing the level of physical activity. A literature search was performed using the following databases: Pubmed, Scopus, and Web of Science. The main outcomes evaluated the increase in physical activity levels, the number of steps, and the reduction of sedentary behaviors. Two trained researchers independently assessed eligible studies against eligibility criteria, extracted data, and assessed the risk of bias. The Downs and Black checklist was used to assess the quality of the included studies. A total of 15 studies (1122 children) were included in this systematic review, with a mean age of 8.45 ± 0.70 years. Quality assessment of the studies observed a “moderate quality” of the included records. The results of this systematic review highlight that digital media can be applied as a way to improve the levels of physical activity in children to contrast a sedentary lifestyle. The main limitations of the study are the heterogeneity within the exercise protocols and the paucity of studies involving school-age children. More research is needed to confirm our findings also due to continuing technological progress
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