The Infona portal uses cookies, i.e. strings of text saved by a browser on the user's device. The portal can access those files and use them to remember the user's data, such as their chosen settings (screen view, interface language, etc.), or their login data. By using the Infona portal the user accepts automatic saving and using this information for portal operation purposes. More information on the subject can be found in the Privacy Policy and Terms of Service. By closing this window the user confirms that they have read the information on cookie usage, and they accept the privacy policy and the way cookies are used by the portal. You can change the cookie settings in your browser.
With lifestyle-related conditions such as obesity amongst adolescents on the rise across the developed world, a pressing need exists for interventions which tackle the many factors underlying early-stage lifestyle formation. As a medium, digital games have the potential to integrate well with existing lifestyle patterns in adolescents, whilst engaging them and facilitating such lifestyle changes....
We present the results of the third phase in a three part study developing an application to reduce obesity levels in adolescents with a mobile fitness application that encourages youth to engage in fitness activity by providing social networking tools to facilitate motivation. In the first phase, we studied effecting positive attitudinal changes towards fitness. The second phase studied physical...
Many researchers in the literature participated in solving the obesity epidemic that has spread worryingly nowadays. One of these solutions is the mobile serious games. In this paper, we designed, developed and deployed a mobile serious game entitled StarsRace. It is a collaborative game, which two players involve in one match. This competition depends on rapid arrival to pre-defined geographical...
We proposed an extensible mobile augmented reality exergame platform which utilizes augmented reality and sensors to connect virtual game content to the real world. We analyzed the current state of augmented reality and exergaming research before describing the Calory Battle AR concept along with its technical details. Extensibility of the platform is threefold: 1) players can create and share game...
We present the results of the second phase of a multiphase study into the feasibility of combating growing adolescent obesity rates with a fitness game deployed on mobile devices. The fitness application includes tracking software to measure and count exercises performed and socialization features to compete and collaborate with friends. In the first phase of our study we tested producing positive...
This paper presents the results of the first phase in a multi-phase study developing an educational fitness application on mobile devices to help combat the growing levels of obesity among youth age 11 to 17. This first phase studies demographic differences across age and gender with regards to physical activities, computer games and mobile technology usage in order to develop an adaptive mobile fitness...
Set the date range to filter the displayed results. You can set a starting date, ending date or both. You can enter the dates manually or choose them from the calendar.