The Mobile Exergames Design Model to Encourage Physical Activity for Sedentary Generation Z

Hasdina Lynn Hashim, A. Kamaruddin, A. Jantan
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引用次数: 4

Abstract

With the advancement of HCI technologies, user's bodily movement can now be placed in the centre of experience. Exergames, a combination of exercise and games, allows users to use their body movement as input devices to reach games' goals. A sedentary lifestyle, one where little physical activity is done, is common nowadays as individuals become dependent on technological aids to assist in running their daily actions. Physical activities can be attained using exergames as it helps to encourage some fitness for individuals through physically entertaining games during leisure times. The latest smartphones are now powerful enough to run game smoothly, displaying engaging contents with augmented reality immersion to players whilst exercising. This paper focuses on a proposed design model for a mobile exergame containing components that are beneficial to encourage productive behavioural change from sedentary to active for sedentary GenZ through planned exercises.
手机运动游戏设计模式鼓励久坐不动的Z世代进行体育活动
随着人机交互技术的进步,用户的身体运动现在可以放在体验的中心。Exergames是一种运动和游戏的结合,允许用户使用他们的身体运动作为输入设备来实现游戏目标。久坐不动的生活方式,即很少运动的生活方式,现在很常见,因为人们越来越依赖于技术辅助来帮助他们进行日常活动。体育活动可以通过运动游戏来实现,因为它有助于鼓励个人在闲暇时间通过体育娱乐游戏来健身。最新的智能手机现在足够强大,可以流畅地运行游戏,在玩家锻炼的同时显示具有增强现实沉浸感的引人入胜的内容。本文重点介绍了一种移动运动游戏的设计模型,该模型包含有助于鼓励久坐的z世代通过有计划的锻炼从久坐到活跃的生产行为转变的组件。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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