Abstract | ||
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Wearable trackers and mobile applications can facilitate self-reflection of doing physical activity. The gamification process incorporates game design elements with persuasive systems in order to encourage more physical activities. In this paper, the design of a mobile game, FitPet, is introduced. FitPet is a mobile application that combines ubiquity and simplicity of mobile devices with the engagement of computing games, intended to motivate people to incorporate more walking into their daily life routine. |
Year | DOI | Venue |
---|---|---|
2015 | 10.1109/GEM.2015.7377251 | 2015 IEEE Games Entertainment Media Conference (GEM) |
Keywords | Field | DocType |
physical activity,gamification,mobile game,health game,virtual pet-keeping game | Mobile technology,BitTorrent tracker,Game mechanics,Wearable computer,Game design,Persuasive systems,Human–computer interaction,Mobile device,Engineering,Game testing,Multimedia | Conference |
Citations | PageRank | References |
0 | 0.34 | 7 |
Authors | ||
4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Xin Tong | 1 | 29 | 10.27 |
Diane Gromala | 2 | 120 | 25.27 |
Christopher D. Shaw | 3 | 597 | 276.14 |
Weina Jin | 4 | 1 | 1.70 |