DocumentCode
3565602
Title
Gemini redux: Understanding player perception of accumulated context
Author
Stanley, Kevin G. ; Eishita, Farjana Z. ; Anderson, Eva ; Mandryk, Regan
Author_Institution
Dept. of Comput. Sci., Univ. of Saskatchewan, Saskatoon, SK, Canada
fYear
2014
Firstpage
1
Lastpage
8
Abstract
A lack of activity and increased sedentary behavior provide serious health risks in the developed world. Replacing sedentary screen time like watching TV or playing traditional video games has been one proposed method to address this issue through technology. However, active screen time requires that players be in a specific place to exercise, and is therefore less appealing for anti-sedentary behavior measures which must occur regularly throughout the day regardless of the user´s location. Linking activity to mobile devices is a more appealing method for combating sedentary behavior. A particularly appealing class of games in this category is the Pervasive Accumulated Context Exergame (PACE) which passively collects activity during the day, and rewards the participant in a later sedentary game. However, it is unclear how the in game rewards are mediated by play style and feedback. In this paper, we examine a highly sophisticated PACE game through a user study to understand how users perceive their activity.
Keywords
behavioural sciences computing; computer games; human computer interaction; mobile computing; Gemini redux; PACE game; accumulated context; active screen time; anti sedentary behavior measures; mobile devices; pervasive accumulated context exergame; play style; player perception understanding; sedentary behavior; sedentary screen time; serious health risks; traditional video games playing; watching TV; Animals; Context; Games; Mobile communication; Poles and towers; Sensors; Virtual reality;
fLanguage
English
Publisher
ieee
Conference_Titel
Games Media Entertainment (GEM), 2014 IEEE
Print_ISBN
978-1-4799-7545-7
Type
conf
DOI
10.1109/GEM.2014.7048100
Filename
7048100
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