An active lifestyle for youths through ambient persuasive technology: implementing activating concepts in a school environment

Autor: Sluis - Thiescheffer, R.J.W., Tieben, R., Sturm, J.A., Bekker, M.M., Schouten, B.A.M., Schouten, B., Fedtke, S., Bekker, T., Schijven, M., Gekker, A.
Jazyk: angličtina
Rok vydání: 2013
Zdroj: Games for Health : Proceedings of the 3rd european conference on gaming and playful interaction in health care, 293-308
STARTPAGE=293;ENDPAGE=308;TITLE=Games for Health : Proceedings of the 3rd european conference on gaming and playful interaction in health care
Popis: The PlayFit project aims to design for a structural reduction in sedentary behavior throughout the day. The challenge is to engage teenagers by connecting to their mainly sedentary lifestyle by playful persuasion. Therefore we defined four design principles: (1) embedded in the context (2) trigger an intrinsic need to play, (3) adapt to a personal playing style and (4) facilitate open-ended and/or emergent play. In the past three years we have been exploring solutions through design research and applied these insights to three new concepts, each tying into a different aspect of a school day. In this paper we share the first insights in applying these design principles and implementing the concepts that help reducing sedentary behavior in schools for vocational education
Databáze: OpenAIRE