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
    Country/TerritoryFinland
    CityEspoo
    Period19/08/0819/08/08

    Keywords

    • foresight

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