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 language | English |
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Title of host publication | Proceedings of the 13th IEEE International Conference on Consumer Electronics, ISCE2009 |
Publisher | IEEE Institute of Electrical and Electronic Engineers |
Pages | 665-668 |
ISBN (Electronic) | 978-1-4244-2976-9 |
ISBN (Print) | 978-1-4244-2975-2 |
DOIs | |
Publication status | Published - 2009 |
MoE publication type | A4 Article in a conference publication |
Event | 13th IEEE International Symposium on Consumer Electronics, ISCE2009 - Kyoto, Japan Duration: 25 May 2009 → 28 May 2009 |
Conference
Conference | 13th IEEE International Symposium on Consumer Electronics, ISCE2009 |
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Abbreviated title | ISCE2009 |
Country/Territory | Japan |
City | Kyoto |
Period | 25/05/09 → 28/05/09 |
Keywords
- exergame
- fitness adventure
- figumeter
- ict for healthcare
- virtual communities
- location based services
- location based gaming
- user created content