An Active Lifestyle for Youths through Ambient Persuasive Technology. Implementing Activating Concepts in a School Environment

  • Sluis-Thiescheffer R
  • Tieben R
  • Sturm J
  • et al.
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Abstract

The PlayFit project aims to design for a structural reduction in sedentary behavior throughout the day. The challenge is to engage teenagers by connecting to their mainly sedentary lifestyle by playful persuasion. Therefore we defined four design principles: (1) embedded in the context (2) trigger an intrinsic need to play, (3) adapt to a personal playing style and (4) facilitate open-ended and/or emergent play. In the past three years we have been exploring solutions through design research and applied these insights to three new concepts, each tying into a different aspect of a school day. In this paper we share the first insights in applying these design principles and implementing the concepts that help reducing sedentary behavior in schools for vocational education.

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Sluis-Thiescheffer, R. J. W., Tieben, R., Sturm, J., Bekker, M. M., & Schouten, B. (2013). An Active Lifestyle for Youths through Ambient Persuasive Technology. Implementing Activating Concepts in a School Environment. In Games for Health (pp. 293–308). Springer Fachmedien Wiesbaden. https://doi.org/10.1007/978-3-658-02897-8_23

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