Abstract:
Wearable trackers and mobile applications can facilitate self-reflection of doing physical activity. The gamification process incorporates game design elements with persu...Show MoreMetadata
Abstract:
Wearable trackers and mobile applications can facilitate self-reflection of doing physical activity. The gamification process incorporates game design elements with persuasive systems in order to encourage more physical activities. In this paper, the design of a mobile game, FitPet, is introduced. FitPet is a mobile application that combines ubiquity and simplicity of mobile devices with the engagement of computing games, intended to motivate people to incorporate more walking into their daily life routine.
Published in: 2015 IEEE Games Entertainment Media Conference (GEM)
Date of Conference: 14-16 October 2015
Date Added to IEEE Xplore: 11 January 2016
Electronic ISBN:978-1-4673-7452-1