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Studying PH. A. N. T. O. M. in the wild: a pervasive persuasive game for daily physical activity

Published:22 November 2010Publication History

ABSTRACT

A pervasive persuasive game, PH. A. N. T. O. M., has been designed and developed to increase the daily exercise level of the players. The idea is to embed the physical activity into a fun and engaging mobile game experience. This is combined with a storyline and virtual game setting integrated into the everyday life of the players to add a sense of purpose for them to get outside and be active. This paper reports from a field study with nine participants which was conducted to evaluate the user experience of the game in the wild and investigate the persuasive nature of it.

References

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  1. Studying PH. A. N. T. O. M. in the wild: a pervasive persuasive game for daily physical activity

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              cover image ACM Other conferences
              OZCHI '10: Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
              November 2010
              462 pages
              ISBN:9781450305020
              DOI:10.1145/1952222

              Copyright © 2010 ACM

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              Association for Computing Machinery

              New York, NY, United States

              Publication History

              • Published: 22 November 2010

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