Investigating the Social and Temporal Aspects of Children’s Physical Activity Games

Ankita Samariya, Jerry Alan Fails, Derek Hansen

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

There are a variety of fitness technologies such as activity trackers, exergames and mobile applications available to promote physical activity. Based on our previous research, we found that children prefer having social interaction, a narrative and flexibility while interacting with such technologies. Other research has shown that persuasive displays encouraged adults towards physical activity. In this research, we present the initial results from a user study conducted on 16 children (ages 6-11) who used the Kidfit suite, a collection of mobile applications that combine and utilize the elements found from previous research to promote activity in children.

Original languageAmerican English
Title of host publicationIDC '19: Proceedings of the 18th ACM International Conference on Interaction Design and Children
StatePublished - 1 Jan 2019

Keywords

  • active games
  • activity minutes
  • social
  • temporal

EGS Disciplines

  • Computer Sciences

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