NEAT-o-Games: Novel mobile gaming versus modern sedentary lifestyle

Konstantinos Kazakos, Thirimachos Bourlai, Yuichi Fujiki, James Levine, Ioannis Pavlidis

Research output: Chapter in Book/Report/Conference proceedingConference contribution

8 Scopus citations

Abstract

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.

Original languageEnglish (US)
Title of host publicationMobileHCI 2008 - Proceedings of the 10th International Conference on Human-Computer Interaction with Mobile Devices and Services
Pages515-518
Number of pages4
DOIs
StatePublished - 2008
Externally publishedYes
Event10th International Conference on Human-Computer Interaction with Mobile Devices and Services, MobileHCI 2008 - Amsterdam, Netherlands
Duration: Sep 2 2008Sep 5 2008

Publication series

NameMobileHCI 2008 - Proceedings of the 10th International Conference on Human-Computer Interaction with Mobile Devices and Services

Other

Other10th International Conference on Human-Computer Interaction with Mobile Devices and Services, MobileHCI 2008
Country/TerritoryNetherlands
CityAmsterdam
Period9/2/089/5/08

Keywords

  • Behavior modification
  • Human computer interaction
  • NEAT
  • Obesity intervention
  • Obesity prevention
  • Pervasive gaming
  • Physical activity
  • Serious gaming
  • Ubiquitous computing
  • Wearable sensors

ASJC Scopus subject areas

  • Hardware and Architecture
  • Human-Computer Interaction

Fingerprint

Dive into the research topics of 'NEAT-o-Games: Novel mobile gaming versus modern sedentary lifestyle'. Together they form a unique fingerprint.

Cite this