scholarly journals ExerAdventure: A Mobile 2D Platformer Game to Encourage Fitness

Author(s):  
Navdeep Singh ◽  
Sabah Mohammed

In this paper, we design a mobile 2D platformer game named 'ExerAdventure' where progress inside the game world is dependent on physical activity in the real world. The game has two modes, namely adventure and story mode. This design can motivate people to lead an active and healthy lifestyle.

2020 ◽  
Author(s):  
Navdeep Singh ◽  
Sabah Mohammed

In this paper, we design a mobile 2D platformer game named 'ExerAdventure' where progress inside the game world is dependent on physical activity in the real world. The game has two modes, namely adventure and story mode. This design can motivate people to lead an active and healthy lifestyle.


2016 ◽  
Vol 5 (1) ◽  
pp. 15-19 ◽  
Author(s):  
Lee Humphreys

Around every new media technology debates circle about whether the technology is bringing people socially closer or pushing us further apart. According to popular press accounts, Pokémon GO players are absorbed into a game world on their phone with no attention or interest in the “real” world around them. But coupled with these accounts are stories of people exploring their neighborhoods and of marriage proposals in the midst of Pokémon hunting. This article puts Pokémon GO into a longer context of mobile technologies and sociospatial practice to explore the kinds of social interactions that can emerge around and through the use of Pokémon GO. In particular, the article explores how people can use the platform as both an involvement shield and social catalyst.


Circulation ◽  
2020 ◽  
Vol 141 (Suppl_1) ◽  
Author(s):  
Qingxue Zhang

Mobile health monitoring is driving many smart health innovations. In this research, we focus on the daily physical activity and fall risk monitoring, for intelligent activity tracking and fall risk detection purpose. Physical activity is of a tremendous value to cardiac and brain health, and has been widely agreed as a metric to improve human health, foster healthy lifestyle, and mine the impacts on diverse health issues. The risk of death can actually be lowered by 20 to 30% with moderate activities for one and half an hour per week (WHO). Besides, fall risk detection is also of huge importance since each year, there are 29% of older adults having around 29 million falls and causing 7 million fall injuries (CDC). The challenge we target is how to accurately recognize diverse physical activities and fall patterns from the biomechanical dynamics sensed by the phone. More specifically, the phone sensor is leveraged to provide real-time always-on streaming of biomechanical dynamics. Then, the data is learned by a deep learning framework (long short-term memory) for activity type and fall pattern recognition. To consider real-world scenarios, the users can put the phone in either left or write waist pockets. The users have performed 9 different kinds of activities such as walking, standing up, going upstairs and jumping, as well as 8 different kinds of fall patterns such as falling backward, sitting and falling, and falling forward with protection. A total of 11,770 activities performed by 30 subjects aging from 18 to 60 have been used to evaluate the framework, yielding an accuracy as high as 95.4%. This encouraging result shows the potential of the mobile monitor in real-world application scenarios.


2019 ◽  
Author(s):  
Rolf Hut ◽  
Casper Albers ◽  
Sam Illingworth ◽  
Chris Skinner

Abstract. From the wilderness of Hyrule, the entire continent of Tamriel, to Middle Earth, players of videogames are exposed to wonderous, fantastic, but ultimately fake, landscapes. Given the time people may spend in these worlds, compared to the time they spend being trained in geoscience, we wondered if expert geoscientists would differ from non-geoscientists in whether they judge the landscapes in these games to be realistic. Since games have a great opportunity for tangential learning it would be a missed opportunity if it turns out that features obviously fake to geoscientists are perceived as plausible by non-geoscientists. To satisfy our curiosity and answer this question we conducted a survey where we asked people to judge both photos from real landscapes as well as screenshots from the recent The Legend of Zelda: Breath of the Wild videogame on how likely they thought the features in the picture were to exist in the real world. Since game-world screenshots are easily identified based on their rendered, pixaleted nature, we pre-processed all pictures with an artistic Van Gogh filter that removed the rendered nature, but retained the dominant landscape features. We found that there is a small but significant difference between geoscientists and non-geoscientists with geoscientists being slightly better at judging which pictures are from the real world versus from the game world. While significant the effect is small enough to conclude that fantastical worlds in games can be used for tangential learning on geoscientific subjects.


1996 ◽  
Vol 28 (Supplement) ◽  
pp. 149
Author(s):  
Caroline A. Macera ◽  
Patricia A. Brill ◽  
Marybeth Brown ◽  
Loretta DiPietro ◽  
Priscilla Gilliam Macrae ◽  
...  

Author(s):  
Mary K. Stewart ◽  
Danielle E. Hagood ◽  
Cynthia Carter Ching

It is rare for research on augmented-reality games to examine equity and access as grounded in features of the actual neighborhoods where game play takes place, and in the affordances of communities and their built environments for gamified ambulatory physical activity in the real world. This chapter studies two diverse groups of middle-school youth, situated in urban and suburban areas, who wore activity monitors as they went through daily activities and played an online game that synced with their monitors. The game drew data from the wearable devices so that the more youth engaged in step-countable physical activity in the real world, the more game-world energy they earned. This chapter analyzes the actual communities where our participants' activity and game play was situated. The chapter lays out the multi-modal data sources in that analysis and provides some potential models that can be employed by others in related work. Finally, the chapter closes by articulating some directions and concerns for future research in a gamified physical world.


Author(s):  
Jeffrey J. Martin

Given the low levels of physical activity (PA) among all people it is clear that many individuals are simply uninterested in PA or struggle unsuccessfully to overcome a host of barriers to engaging consistently in PA. People with disabilities face an even greater number of barriers to PA than those encountered by able-bodied individuals. The purpose of this chapter is to document the obstacles faced by people with impairments at an individual level. Often the disability itself can be a barrier. Many disabilities result in chronic pain and produce fatigue; both pain and fatigue can be barriers to PA. Secondary disabilities can also get in the way of PA. Fear of getting hurt, limited energy, lack of time, a limited budget for discretionary income, suboptimal self-efficacy, and a lack of knowledge of opportunities to engage in PA and of how to exercise are also individual-level barriers. In the real world, individual barriers can easily become additive and present a host of obstacles to PA.


Author(s):  
Alice Veldkamp ◽  
Sigrid Merx ◽  
Jasper van Winden

This article analyzes the design of MasterMind, an escape room that served as a means of professional development in the use and implementation of online educational tools in academic teaching. Escape rooms have inspired educators all over the world to adapt the popular entertainment activity for education. The time-constrained and problem-based games require active and collaborative participants, which makes an escape room an interesting setting for educators. As there are differences in the settings and goals of educational and recreational escape rooms, there is a need for description of the design process, taking into account game design and educational aspects. MasterMind was developed by a multidisciplinary team of educators, educational researchers and game researchers. The design analysis of MasterMind focuses on three related challenges that have informed the design process: 1) the participants' transition from the real world to the game world; 2) the alignment of game design aspects and educational aspects in the game world; and 3) the transfer from experiences and knowledge obtained within the game world back into the real world. The description and analysis is guided by frameworks on persuasive games and the alignment of game goals and learning goals. The analysis gives insights in how to balance game and educational aspects in the design, in order for players to reach both persuasive and learning goals. We recommend an integrated approach of the different design challenges. Therefore, we propose a design model combining and aligning the used frameworks, leading to an integrated approach in tackling design challenges in persuasive, serious games.


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