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How and Why I Cheated On My App: User Experience of Cheating Physical Activity Exergame Applications

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Published:10 June 2017Publication History

ABSTRACT

Cheating in an exergame has been perceived as a negative activity because the purpose and method of using the application when engaging in cheating are different from the original intent of it. However, it is also known that there is a possibility to take advantage of the positive aspects of cheating in exergames such as motivating users and maintaining them physically active, which motivated us to understand cheating from different perspectives rather than just prohibiting it. To explore and examine this potential, we investigated exergame users' cheating experiences. As a result, design implications of cheating are suggested that can enhance users' experiences with exergames.

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    • Published in

      cover image ACM Conferences
      DIS '17 Companion: Proceedings of the 2017 ACM Conference Companion Publication on Designing Interactive Systems
      June 2017
      424 pages
      ISBN:9781450349918
      DOI:10.1145/3064857

      Copyright © 2017 Owner/Author

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 10 June 2017

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      DIS '17 Companion Paper Acceptance Rate107of487submissions,22%Overall Acceptance Rate1,158of4,684submissions,25%

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      July 1 - 5, 2024
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