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Game design principles in everyday fitness applications
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Computer Supported Cooperative Work archive
Proceedings of the ACM 2008 conference on Computer supported cooperative work table of contents
San Diego, CA, USA
SESSION: Mobile technologies and mobile people table of contents
Pages 249-252  
Year of Publication: 2008
ISBN:978-1-60558-007-4
Authors
Taj Campbell  University of Washington, Seattle, WA, USA
Brian Ngo  University of Washington, Seattle, WA, USA
James Fogarty  University of Washington, Seattle, WA, USA
Sponsors
ACM: Association for Computing Machinery
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

The global obesity epidemic has prompted our community to explore the potential for technology to play a stronger role in promoting healthier lifestyles. Although there are several examples of successful games based on focused physical interaction, persuasive applications that integrate into everyday life have had more mixed results. This underscores a need for designs that encourage physical activity while addressing fun, sustainability, and behavioral change. This note suggests a new perspective, inspired in part by the social nature of many everyday fitness applications and by the successful encouragement of long term play in massively multiplayer online games. We first examine the game design literature to distill a set of principles for discussing and comparing applications. We then use these principles to analyze an existing application. Finally, we present Kukini, a design for an everyday fitness game.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Brown, D. (2006). Playing to Win: Video Games and the Fight against Obesity. Journal of the American Dietetic Association 106(2). 188--189.
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Ducheneaut, N., Yee, N., Nickell, E. and Moore, R. J. (2006). Building an MMO with Mass Appeal: A Look at Gameplay in World of Warcraft. Games and Culture 1(4). 281--317.
 
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Lin, J. J., Mamykina, L., Lindtner, S., Delajoux, G. and Strub, H. B. (2006). Fish'n'Steps: Encouraging Physical Activity with an Interactive Computer Game. Proceedings of the International Conference on Ubiquitous Computing (UbiComp 2006), 261--278.
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Sasser, C. Multiplayer Game of the Year. (2006). http://www.cabel.name/2006/08/multiplayer-game-of-year.html.


Collaborative Colleagues:
Taj Campbell: colleagues
Brian Ngo: colleagues
James Fogarty: colleagues