TY - GEN
T1 - NEAT-o-Games
T2 - 10th International Conference on Human-Computer Interaction with Mobile Devices and Services, MobileHCI 2008
AU - Kazakos, Konstantinos
AU - Bourlai, Thirimachos
AU - Fujiki, Yuichi
AU - Levine, James
AU - Pavlidis, Ioannis
PY - 2008
Y1 - 2008
N2 - The proposed demonstration is based on the work performed as part of the NEAT-o-Games project. NEAT-o-Games is a suite of games that runs on mobile terminals such as cell phones. Unlike other games, NEAT-o-Games' primary goal is to become part of people's everyday routines and attack the behavioral aspect of the sedentary lifestyle. Their main characteristic is that they are not carried out in short bouts, but are being played continuously and are interwoven in the daily routine of the players. Data from wearable accelerometers are logged wirelessly to a cell phone and control the animation of the player in a virtual race game (avatar) with other players over the cellular network. Players can use their excess of activity points earned from the race game to get hints in mental games of the suite, like Sudoku. Initial studies indicate that NEAT-o-Games may bring a positive physical, psychological, and social impact on players.
AB - The proposed demonstration is based on the work performed as part of the NEAT-o-Games project. NEAT-o-Games is a suite of games that runs on mobile terminals such as cell phones. Unlike other games, NEAT-o-Games' primary goal is to become part of people's everyday routines and attack the behavioral aspect of the sedentary lifestyle. Their main characteristic is that they are not carried out in short bouts, but are being played continuously and are interwoven in the daily routine of the players. Data from wearable accelerometers are logged wirelessly to a cell phone and control the animation of the player in a virtual race game (avatar) with other players over the cellular network. Players can use their excess of activity points earned from the race game to get hints in mental games of the suite, like Sudoku. Initial studies indicate that NEAT-o-Games may bring a positive physical, psychological, and social impact on players.
KW - Behavior modification
KW - Human computer interaction
KW - NEAT
KW - Obesity intervention
KW - Obesity prevention
KW - Pervasive gaming
KW - Physical activity
KW - Serious gaming
KW - Ubiquitous computing
KW - Wearable sensors
UR - http://www.scopus.com/inward/record.url?scp=65449130094&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=65449130094&partnerID=8YFLogxK
U2 - 10.1145/1409240.1409333
DO - 10.1145/1409240.1409333
M3 - Conference contribution
AN - SCOPUS:65449130094
SN - 9781595939524
T3 - MobileHCI 2008 - Proceedings of the 10th International Conference on Human-Computer Interaction with Mobile Devices and Services
SP - 515
EP - 518
BT - MobileHCI 2008 - Proceedings of the 10th International Conference on Human-Computer Interaction with Mobile Devices and Services
Y2 - 2 September 2008 through 5 September 2008
ER -