Exergames encourage physical activity, but generally require specialized hardware and prescribed activities; whereas pervasive accumulated context exergames (PACEs) allow players to choose their type of exercise, but have limited depth of play. For mass commercialization of PACEs, facilitating long-term behavioural change, we propose two requirements: that PACEs support large-scale and flexible deployment; and that the design of PACEs support staying power through long-term playability. From these requirements, we motivate six PACE design principles and use these principles to develop a multiplayer roleplaying PACE. Results from a week-long study of our game showed that by satisfying the six design principles, we can create a PACE with scalability and staying power. Our results are the first step toward creating PACEs that promotes long-term game engagement, which is needed for activity-related behaviour change. © 2011 Springer-Verlag.
CITATION STYLE
Stanley, K. G., Livingston, I. J., Bandurka, A., Hashemian, M., & Mandryk, R. L. (2011). Gemini: A pervasive accumulated context exergame. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 6972 LNCS, pp. 65–76). https://doi.org/10.1007/978-3-642-24500-8_8
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