Turning the Classic Snake Mobile Game into a Location–Based Exergame that Encourages Walking
Published in: Proceedings of PERSUASIVE 2012: 7th International Conference on Persuasive Technologies, LNCS 7284, Springer-Verlag, Berlin, June 2012, pp.43-54.
Year: 2012
Abstract
Exergames (video games that combine exercise and play) could
encourage physical activity by making it more enjoyable. Mobile devices are an
interesting platform for exergames because they can support outdoors activities
such as walking and running. Different mobile exergames have been proposed
in the literature, and typically evaluated with informal interviews and ad–hoc
questionnaires. The research we present in this paper had two main goals. First,
we wanted to design a fun and easy-to-use mobile exergame to encourage
walking. To this purpose, we propose a location–based version of the classic
Snake mobile game, in which users can control the snake by walking. Second,
we wanted to introduce important measures (such as users' attitude towards
walking) in the evaluation of exergames, by adopting validated questionnaires
employed in the medical literature. The results of the study presented in this
paper shed light on how differences in users' lifestyle can be related to
exergame enjoyment and to attitude change fostered by the exergame.
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