skip to main content
10.1145/3383668.3419869acmconferencesArticle/Chapter ViewAbstractPublication Pageschi-playConference Proceedingsconference-collections
short-paper

Dash Lane Mobile: Exploring Hypercasual Play to Provide Accessible Physically Active Breaks

Published: 03 November 2020 Publication History

Abstract

Physical activity is a source of pleasure and important for wellbeing. However, for people with mobility impairment, exercise facilities can also be hard to access, increasing the importance of exercising at home. In this work, we explore the potential of hypercasual exergames - games that drastically reduce the amount of setup time - to provide opportunities for physically active and playful breaks throughout the day. Modifying an existing exergame geared toward wheelchair users [16], we report results from a player experience evaluation with eight wheelchair users that suggest a positive user experience, and outline how we seek to further develop the idea of hypercasuality of playful exertion in the future.

Supplementary Material

TXT File (cpwp1028vfc.txt)
Preview video
MP4 File (cpwp1028vf.mp4)
Supplemental video

References

[1]
NHS 2020. 2020. NHS Wheelchair sitting exercises. https://www.nhs.uk/livewell/exercise/sitting-exercises/
[2]
Gunnar Borg. 1998. Borg's perceived exertion and pain scales. Human kinetics.
[3]
Stephen Cuzzort and Thad Starner. 2008. AstroWheelie: A wheelchair based exercise game. In 2008 12th IEEE International Symposium on Wearable Computers. IEEE, 113--114.
[4]
Terry J Ellapen, Henriëtte V Hammill, Mariette Swanepoel, and Gert L Strydom. 2017. The health benefits and constraints of exercise therapy for wheelchair users: A clinical commentary. African Journal of Disability (Online) 6 (2017), 1--8.
[5]
Yue Gao, Kathrin M Gerling, Regan L Mandryk, and Kevin G Stanley. 2014. Decreasing sedentary behaviours in pre-adolescents using casual exergames at school. In Proceedings of the first ACM SIGCHI annual symposium on Computerhuman interaction in play. 97--106.
[6]
Yue Gao and Regan L Mandryk. 2011. GrabApple: the design of a casual exergame. In International Conference on Entertainment Computing. Springer, 35--46.
[7]
AL Hicks, KA Martin, DS Ditor, AE Latimer, C Craven, J Bugaresti, and N McCartney. 2003. Long-term exercise training in persons with spinal cord injury: effects on strength, arm ergometry performance and psychological well-being. Spinal cord 41, 1 (2003), 34--43.
[8]
Kieran Hicks and Kathrin Gerling. 2015. Exploring casual exergames with kids using wheelchairs. In Proceedings of the 2015 Annual Symposium on ComputerHuman Interaction in Play. 541--546.
[9]
Alchera inc 2020. 2020. Alchera inc Augmented Reality. https://alcherainc.com/en/augmented-reality/
[10]
Susan Kinne, Donald L Patrick, and Debra Lochner Doyle. 2004. Prevalence of secondary conditions among people with disabilities. American Journal of Public Health 94, 3 (2004), 443--445.
[11]
Michelle Laeremans, Evi Dons, Ione Avila-Palencia, Glòria Carrasco-Turigas, Juan Pablo Orjuela, Esther Anaya, Christian Brand, Tom Cole-Hunter, Audrey de Nazelle, Thomas Götschi, et al. 2017. Physical activity and sedentary behaviour in daily life: A comparative analysis of the Global Physical Activity Questionnaire (GPAQ) and the SenseWear armband. PloS one 12, 5 (2017), e0177765.
[12]
Regan L Mandryk, Kathrin M Gerling, and Kevin G Stanley. 2014. Designing games to discourage sedentary behaviour. In Playful User Interfaces. Springer, 253--274.
[13]
Kathleen A Martin Ginis and Audrey L Hicks. 2007. Considerations for the development of a physical activity guide for Canadians with physical disabilities. Applied Physiology, Nutrition, and Metabolism 32, S2E (2007), S135--S147.
[14]
Anna Lisa Martin-Niedecken, Katja Rogers, Laia Turmo Vidal, Elisa D Mekler, and Elena Márquez Segura. 2019. ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. 1--15.
[15]
Liam Mason, Kathrin Gerling, Patrick Dickinson, and Antonella De Angeli. 2019. Design Goals for Playful Technology to Support Physical Activity Among Wheelchair Users. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. 1--12.
[16]
Liam Mason, Kathrin Gerling, Patrick Dickinson, and Jussi Holopainen. 2020. Dash Lane: An Adaptive Exergame for People Using Manual Wheelchairs. In Companion Publication of the 2020 ACM on Designing Interactive Systems Conference. 321--324.
[17]
Richard M Ryan, C Scott Rigby, and Andrew Przybylski. 2006. The motivational pull of video games: A self-determination theory approach. Motivation and emotion 30, 4 (2006), 344--360.
[18]
Jeff Sinclair. 2011. Feedback control for exergames. (2011).
[19]
Brett Smith and Leanne Wightman. 2019. Promoting physical activity to disabled people: messengers, messages, guidelines and communication formats. Disability and Rehabilitation (2019), 1--5.
[20]
Mark S Tremblay, Salomé Aubert, Joel D Barnes, Travis J Saunders, Valerie Carson, Amy E Latimer-Cheung, Sebastien FM Chastin, Teatske M Altenburg, Mai JM Chinapaw, et al. 2017. Sedentary behavior research network (SBRN)-- terminology consensus project process and outcome. International Journal of Behavioral Nutrition and Physical Activity 14, 1 (2017), 75.

Cited By

View all
  • (2025)HCI, Disability, and Sport: A Literature ReviewACM Transactions on Computer-Human Interaction10.1145/3716136Online publication date: 5-Feb-2025
  • (2023)The Potential of Seated and Standing Short Duration Casual Exergames to Increase Positive AffectProceedings of the 26th International Academic Mindtrek Conference10.1145/3616961.3616964(25-34)Online publication date: 3-Oct-2023
  • (2022)Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based GamesProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3501867(1-15)Online publication date: 29-Apr-2022
  • Show More Cited By

Index Terms

  1. Dash Lane Mobile: Exploring Hypercasual Play to Provide Accessible Physically Active Breaks

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play
    November 2020
    435 pages
    ISBN:9781450375870
    DOI:10.1145/3383668
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 03 November 2020

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. accessibility
    2. exergames
    3. game design

    Qualifiers

    • Short-paper

    Conference

    CHI PLAY '20
    Sponsor:

    Acceptance Rates

    Overall Acceptance Rate 421 of 1,386 submissions, 30%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)11
    • Downloads (Last 6 weeks)1
    Reflects downloads up to 08 Mar 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2025)HCI, Disability, and Sport: A Literature ReviewACM Transactions on Computer-Human Interaction10.1145/3716136Online publication date: 5-Feb-2025
    • (2023)The Potential of Seated and Standing Short Duration Casual Exergames to Increase Positive AffectProceedings of the 26th International Academic Mindtrek Conference10.1145/3616961.3616964(25-34)Online publication date: 3-Oct-2023
    • (2022)Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based GamesProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3501867(1-15)Online publication date: 29-Apr-2022
    • (2021)Beyond Fun: Players’ Experiences of Accessible Rehabilitation Gaming for Spinal Cord InjuryProceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3441852.3471227(1-13)Online publication date: 17-Oct-2021

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media