NEAT-o-Games

Novel mobile gaming versus modern sedentary lifestyle

Konstantinos Kazakos, Thirimachos Bourlai, Yuichi Fujiki, James A. Levine, Ioannis Pavlidis

Research output: Chapter in Book/Report/Conference proceedingConference contribution

8 Citations (Scopus)

Abstract

The proposed demonstration is based on the work performed as part of the NEAT-o-Games project. NEAT-o-Games is a suite of games that runs on mobile terminals such as cell phones. Unlike other games, NEAT-o-Games' primary goal is to become part of people's everyday routines and attack the behavioral aspect of the sedentary lifestyle. Their main characteristic is that they are not carried out in short bouts, but are being played continuously and are interwoven in the daily routine of the players. Data from wearable accelerometers are logged wirelessly to a cell phone and control the animation of the player in a virtual race game (avatar) with other players over the cellular network. Players can use their excess of activity points earned from the race game to get hints in mental games of the suite, like Sudoku. Initial studies indicate that NEAT-o-Games may bring a positive physical, psychological, and social impact on players.

Original languageEnglish (US)
Title of host publicationMobileHCI 2008 - Proceedings of the 10th International Conference on Human-Computer Interaction with Mobile Devices and Services
Pages515-518
Number of pages4
DOIs
StatePublished - 2008
Event10th International Conference on Human-Computer Interaction with Mobile Devices and Services, MobileHCI 2008 - Amsterdam, Netherlands
Duration: Sep 2 2008Sep 5 2008

Other

Other10th International Conference on Human-Computer Interaction with Mobile Devices and Services, MobileHCI 2008
CountryNetherlands
CityAmsterdam
Period9/2/089/5/08

Fingerprint

Animation
Accelerometers
Demonstrations

Keywords

  • Behavior modification
  • Human computer interaction
  • NEAT
  • Obesity intervention
  • Obesity prevention
  • Pervasive gaming
  • Physical activity
  • Serious gaming
  • Ubiquitous computing
  • Wearable sensors

ASJC Scopus subject areas

  • Hardware and Architecture
  • Human-Computer Interaction

Cite this

Kazakos, K., Bourlai, T., Fujiki, Y., Levine, J. A., & Pavlidis, I. (2008). NEAT-o-Games: Novel mobile gaming versus modern sedentary lifestyle. In MobileHCI 2008 - Proceedings of the 10th International Conference on Human-Computer Interaction with Mobile Devices and Services (pp. 515-518) https://doi.org/10.1145/1409240.1409333

NEAT-o-Games : Novel mobile gaming versus modern sedentary lifestyle. / Kazakos, Konstantinos; Bourlai, Thirimachos; Fujiki, Yuichi; Levine, James A.; Pavlidis, Ioannis.

MobileHCI 2008 - Proceedings of the 10th International Conference on Human-Computer Interaction with Mobile Devices and Services. 2008. p. 515-518.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Kazakos, K, Bourlai, T, Fujiki, Y, Levine, JA & Pavlidis, I 2008, NEAT-o-Games: Novel mobile gaming versus modern sedentary lifestyle. in MobileHCI 2008 - Proceedings of the 10th International Conference on Human-Computer Interaction with Mobile Devices and Services. pp. 515-518, 10th International Conference on Human-Computer Interaction with Mobile Devices and Services, MobileHCI 2008, Amsterdam, Netherlands, 9/2/08. https://doi.org/10.1145/1409240.1409333
Kazakos K, Bourlai T, Fujiki Y, Levine JA, Pavlidis I. NEAT-o-Games: Novel mobile gaming versus modern sedentary lifestyle. In MobileHCI 2008 - Proceedings of the 10th International Conference on Human-Computer Interaction with Mobile Devices and Services. 2008. p. 515-518 https://doi.org/10.1145/1409240.1409333
Kazakos, Konstantinos ; Bourlai, Thirimachos ; Fujiki, Yuichi ; Levine, James A. ; Pavlidis, Ioannis. / NEAT-o-Games : Novel mobile gaming versus modern sedentary lifestyle. MobileHCI 2008 - Proceedings of the 10th International Conference on Human-Computer Interaction with Mobile Devices and Services. 2008. pp. 515-518
@inproceedings{649c43fc7ecd4a59b227eeec4f0fb713,
title = "NEAT-o-Games: Novel mobile gaming versus modern sedentary lifestyle",
abstract = "The proposed demonstration is based on the work performed as part of the NEAT-o-Games project. NEAT-o-Games is a suite of games that runs on mobile terminals such as cell phones. Unlike other games, NEAT-o-Games' primary goal is to become part of people's everyday routines and attack the behavioral aspect of the sedentary lifestyle. Their main characteristic is that they are not carried out in short bouts, but are being played continuously and are interwoven in the daily routine of the players. Data from wearable accelerometers are logged wirelessly to a cell phone and control the animation of the player in a virtual race game (avatar) with other players over the cellular network. Players can use their excess of activity points earned from the race game to get hints in mental games of the suite, like Sudoku. Initial studies indicate that NEAT-o-Games may bring a positive physical, psychological, and social impact on players.",
keywords = "Behavior modification, Human computer interaction, NEAT, Obesity intervention, Obesity prevention, Pervasive gaming, Physical activity, Serious gaming, Ubiquitous computing, Wearable sensors",
author = "Konstantinos Kazakos and Thirimachos Bourlai and Yuichi Fujiki and Levine, {James A.} and Ioannis Pavlidis",
year = "2008",
doi = "10.1145/1409240.1409333",
language = "English (US)",
isbn = "9781595939524",
pages = "515--518",
booktitle = "MobileHCI 2008 - Proceedings of the 10th International Conference on Human-Computer Interaction with Mobile Devices and Services",

}

TY - GEN

T1 - NEAT-o-Games

T2 - Novel mobile gaming versus modern sedentary lifestyle

AU - Kazakos, Konstantinos

AU - Bourlai, Thirimachos

AU - Fujiki, Yuichi

AU - Levine, James A.

AU - Pavlidis, Ioannis

PY - 2008

Y1 - 2008

N2 - The proposed demonstration is based on the work performed as part of the NEAT-o-Games project. NEAT-o-Games is a suite of games that runs on mobile terminals such as cell phones. Unlike other games, NEAT-o-Games' primary goal is to become part of people's everyday routines and attack the behavioral aspect of the sedentary lifestyle. Their main characteristic is that they are not carried out in short bouts, but are being played continuously and are interwoven in the daily routine of the players. Data from wearable accelerometers are logged wirelessly to a cell phone and control the animation of the player in a virtual race game (avatar) with other players over the cellular network. Players can use their excess of activity points earned from the race game to get hints in mental games of the suite, like Sudoku. Initial studies indicate that NEAT-o-Games may bring a positive physical, psychological, and social impact on players.

AB - The proposed demonstration is based on the work performed as part of the NEAT-o-Games project. NEAT-o-Games is a suite of games that runs on mobile terminals such as cell phones. Unlike other games, NEAT-o-Games' primary goal is to become part of people's everyday routines and attack the behavioral aspect of the sedentary lifestyle. Their main characteristic is that they are not carried out in short bouts, but are being played continuously and are interwoven in the daily routine of the players. Data from wearable accelerometers are logged wirelessly to a cell phone and control the animation of the player in a virtual race game (avatar) with other players over the cellular network. Players can use their excess of activity points earned from the race game to get hints in mental games of the suite, like Sudoku. Initial studies indicate that NEAT-o-Games may bring a positive physical, psychological, and social impact on players.

KW - Behavior modification

KW - Human computer interaction

KW - NEAT

KW - Obesity intervention

KW - Obesity prevention

KW - Pervasive gaming

KW - Physical activity

KW - Serious gaming

KW - Ubiquitous computing

KW - Wearable sensors

UR - http://www.scopus.com/inward/record.url?scp=65449130094&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=65449130094&partnerID=8YFLogxK

U2 - 10.1145/1409240.1409333

DO - 10.1145/1409240.1409333

M3 - Conference contribution

SN - 9781595939524

SP - 515

EP - 518

BT - MobileHCI 2008 - Proceedings of the 10th International Conference on Human-Computer Interaction with Mobile Devices and Services

ER -