Exergaming - gaming for health: A bridge between real world and virtual communities

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingsScientificpeer-review

12 Citations (Scopus)

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 wellknown concept by the masses. 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 Exergamerelated market and consumers are willing to use such services.
Original languageEnglish
Title of host publicationProceedings of the 13th IEEE International Conference on Consumer Electronics, ISCE2009
PublisherInstitute of Electrical and Electronic Engineers IEEE
Pages665-668
ISBN (Electronic)978-1-4244-2976-9
ISBN (Print)978-1-4244-2975-2
DOIs
Publication statusPublished - 2009
MoE publication typeA4 Article in a conference publication
Event13th IEEE International Symposium on Consumer Electronics, ISCE2009 - Kyoto, Japan
Duration: 25 May 200928 May 2009

Conference

Conference13th IEEE International Symposium on Consumer Electronics, ISCE2009
Abbreviated titleISCE2009
CountryJapan
CityKyoto
Period25/05/0928/05/09

Fingerprint

Global positioning system
Aging of materials
Health
Industry

Keywords

  • exergame
  • fitness adventure
  • figumeter
  • ict for healthcare
  • virtual communities
  • location based services
  • location based gaming
  • user created content

Cite this

Laikari, A. (2009). Exergaming - gaming for health: A bridge between real world and virtual communities. In Proceedings of the 13th IEEE International Conference on Consumer Electronics, ISCE2009 (pp. 665-668). Institute of Electrical and Electronic Engineers IEEE. https://doi.org/10.1109/ISCE.2009.5157004
Laikari, Arto. / Exergaming - gaming for health : A bridge between real world and virtual communities. Proceedings of the 13th IEEE International Conference on Consumer Electronics, ISCE2009. Institute of Electrical and Electronic Engineers IEEE, 2009. pp. 665-668
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Laikari, A 2009, Exergaming - gaming for health: A bridge between real world and virtual communities. in Proceedings of the 13th IEEE International Conference on Consumer Electronics, ISCE2009. Institute of Electrical and Electronic Engineers IEEE, pp. 665-668, 13th IEEE International Symposium on Consumer Electronics, ISCE2009, Kyoto, Japan, 25/05/09. https://doi.org/10.1109/ISCE.2009.5157004

Exergaming - gaming for health : A bridge between real world and virtual communities. / Laikari, Arto.

Proceedings of the 13th IEEE International Conference on Consumer Electronics, ISCE2009. Institute of Electrical and Electronic Engineers IEEE, 2009. p. 665-668.

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingsScientificpeer-review

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Laikari A. Exergaming - gaming for health: A bridge between real world and virtual communities. In Proceedings of the 13th IEEE International Conference on Consumer Electronics, ISCE2009. Institute of Electrical and Electronic Engineers IEEE. 2009. p. 665-668 https://doi.org/10.1109/ISCE.2009.5157004