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
    PublisherIEEE Institute of Electrical and Electronic Engineers
    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). IEEE Institute of Electrical and Electronic Engineers . 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. IEEE Institute of Electrical and Electronic Engineers , 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. IEEE Institute of Electrical and Electronic Engineers , 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. IEEE Institute of Electrical and Electronic Engineers , 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. IEEE Institute of Electrical and Electronic Engineers . 2009. p. 665-668 https://doi.org/10.1109/ISCE.2009.5157004