Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Inte 2010
DOI: 10.1145/1952222.1952228
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Studying PH. A. N. T. O. M. in the wild

Abstract: A pervasive persuasive game, PH.A.N.T.O.M., has been designed and developed to increase the daily exercise level of the players. The idea is to embed the physical activity into a fun and engaging mobile game experience. This is combined with a storyline and virtual game setting integrated into the everyday life of the players to add a sense of purpose for them to get outside and be active. This paper reports from a field study with nine participants which was conducted to evaluate the user experience of the ga… Show more

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Cited by 9 publications
(4 citation statements)
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References 7 publications
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“…Games can penetrate the digital-physical barrier to offer new ways of exercising, for instance. A mixed reality, location-based game can target users with sedentary lifestyles to increase their physical activity through pervasive and persuasive play [37,38]. Such games are referred to as exertion games [39].…”
Section: Mobile Exploration Systemsmentioning
confidence: 99%
“…Games can penetrate the digital-physical barrier to offer new ways of exercising, for instance. A mixed reality, location-based game can target users with sedentary lifestyles to increase their physical activity through pervasive and persuasive play [37,38]. Such games are referred to as exertion games [39].…”
Section: Mobile Exploration Systemsmentioning
confidence: 99%
“…The reason for this cast of votes was partly 1) that Self-monitoring had already been investigated in related work on activity sensing devices (e.g. Consolvo et al 2006, de Oliveira & Oliver 2008, Foster et al 2010, Fritz et al 2014, Hirano et al 2013, Jensen et al 2010, Lin et al 2006, Mateevitsi et al 2014, Purpura et al 2011, Toscos et al 2006, and partly 2) that we wanted to explore a principle that would allow the DPA to play a more proactive role in the persuasion -i.e. making proposals -rather than merely reporting back the user's performance.…”
Section: Background On Fogg's Persuasion Principlesmentioning
confidence: 99%
“…These tracking devices collect sensor data from their user, which can then be applied in combination with different persuasive principles. Specific studies include the use of sensor data in physical standalone devices (Mateevitsi et al 2014), in companion applications on smartphones (Consolvo et al 2006, de Oliveira & Oliver 2008, Hirano et al 2013, Jensen et al 2010, Purpura et al 2011, Toscos et al 2006, and on computers (Foster et al 2010, Lin et al 2006). These applications typically display statistical data through dashboards, gaming experiences, social facilitation, or as comparisons.…”
Section: Digital Persuasion and Physical Activitymentioning
confidence: 99%
“…RECON has been deployed and tested with several application prototypes. Most notably as an integral part of the field evaluation of μCARS -a mobile and ubiquitous car rental service using distributed speech-recognition combined with stylus input to let users rent cars which is a mixed reality game aiming to motivate the players to be physically active (Jensen, Krishnasamy, & Selvadurai, 2010).…”
Section: Using Reconmentioning
confidence: 99%