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 proceedingConference contributionpeer-review

4 Scopus citations

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 languageEnglish
Title of host publicationProceedings of the 18th ACM International Conference on Interaction Design and Children, IDC 2019
Pages616-622
Number of pages7
ISBN (Electronic)9781450366908
DOIs
StatePublished - 12 Jun 2019
Event18th ACM International Conference on Interaction Design and Children, IDC 2019 - Boise, United States
Duration: 12 Jun 201915 Jun 2019

Publication series

NameProceedings of the 18th ACM International Conference on Interaction Design and Children, IDC 2019

Conference

Conference18th ACM International Conference on Interaction Design and Children, IDC 2019
Country/TerritoryUnited States
CityBoise
Period12/06/1915/06/19

Keywords

  • Active games
  • Activity minutes
  • Social
  • Temporal

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