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