Exergaming: Combining real life and virtual communities to improve wellbeing

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingsProfessional

Abstract

The urban lifestyle is hectic and information rich. A busy work pace and digital entertainment take time away from real world physical exercise, while lifestyle diseases increase globally. An aging population and diminishing resources for public healthcare cause pressure to move healthcare resources from treatment to prevention of illnesses. Exergaming, which is a term combining "exercise" and "gaming", has a lot of potential to provide various new service business opportunities for the Entertainment and Recreation as well as the Healthcare sectors. We started with scenario work, consumer studies and exergame roadmapping and interviews with potential actors and created two prototype concepts, "Fitness Adventure" and "Figuremeter" in our project. At the beginning of our project, Exergaming was not a very well-known concept. The emerging success stories of Nintendo Wii and everyman GPS devices have shown that combining existing technologies in a novel way has already opened the Exergame-related market and consumers are willing to use such services.
Original languageEnglish
Title of host publicationVTT Symposium on Service Science, Technology and Business
Place of PublicationEspoo
PublisherVTT Technical Research Centre of Finland
Pages169-177
ISBN (Electronic)978-951-38-6330-2
ISBN (Print)978-951-38-6329-6
Publication statusPublished - 2008
MoE publication typeNot Eligible
EventVTT Symposium on Service Science, Technology and Business - Espoo, Finland
Duration: 19 Aug 200819 Aug 2008

Publication series

SeriesVTT Symposium
Number253
ISSN0357-9387

Conference

ConferenceVTT Symposium on Service Science, Technology and Business
CountryFinland
CityEspoo
Period19/08/0819/08/08

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Global positioning system
Aging of materials
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Keywords

  • foresight

Cite this

Laikari, A. (2008). Exergaming: Combining real life and virtual communities to improve wellbeing. In VTT Symposium on Service Science, Technology and Business (pp. 169-177). Espoo: VTT Technical Research Centre of Finland. VTT Symposium, No. 253
Laikari, Arto. / Exergaming : Combining real life and virtual communities to improve wellbeing. VTT Symposium on Service Science, Technology and Business. Espoo : VTT Technical Research Centre of Finland, 2008. pp. 169-177 (VTT Symposium; No. 253).
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Laikari, A 2008, Exergaming: Combining real life and virtual communities to improve wellbeing. in VTT Symposium on Service Science, Technology and Business. VTT Technical Research Centre of Finland, Espoo, VTT Symposium, no. 253, pp. 169-177, VTT Symposium on Service Science, Technology and Business , Espoo, Finland, 19/08/08.

Exergaming : Combining real life and virtual communities to improve wellbeing. / Laikari, Arto.

VTT Symposium on Service Science, Technology and Business. Espoo : VTT Technical Research Centre of Finland, 2008. p. 169-177 (VTT Symposium; No. 253).

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingsProfessional

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Laikari A. Exergaming: Combining real life and virtual communities to improve wellbeing. In VTT Symposium on Service Science, Technology and Business. Espoo: VTT Technical Research Centre of Finland. 2008. p. 169-177. (VTT Symposium; No. 253).