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Augmented exergaming: increasing exercise duration in novices

conference contribution
posted on 2023-05-23, 11:42 authored by Geelan, B, Zulkifly, A, Smith, A, Cauchi-Saunders, A, Kristy de SalasKristy de Salas, Ian LewisIan Lewis
Engaging people in exercise is vital for the health of the population. Health issues such as obesity are significant ongoing concerns for governments and society across the world, which can be improved through increasing the exercise activities of the population. The problem of lack of motivation for and engagement in exercise is well known, and so identifying techniques to improve engagement in exercise activities is worthy of investigation. This project reports on an initiative designed to increase both the duration of exercise activity and the intensity of exercise activity, through a gamified exercise solution. Preliminary results indicate that augmenting traditional exercise equipment with gamified elements can increase the time spent exercising, when compared to nongamified exercise equipment.

History

Publication title

Proceedings of the 28th Australian Conference on Computer-Human Interaction (OzCHI 2016)

Editors

C Parker

Pagination

542-551

ISBN

978-1-4503-4618-4

Department/School

School of Information and Communication Technology

Publisher

ACM

Place of publication

New York, USA

Event title

28th Australian Conference on Computer-Human Interaction

Event Venue

Launceston, Tasmania

Date of Event (Start Date)

2016-11-29

Date of Event (End Date)

2016-12-02

Rights statement

Copyright 2016 ACM

Repository Status

  • Restricted

Socio-economic Objectives

Other information and communication services not elsewhere classified

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