Project Details


Health and Fitness Gaming

In most industrialized countries, a large percentage of adults is obese or overweight because they are physically inactive. This leads to problems, such as decreasing the life quality of individuals and increasing health care costs, especially in North America. The millennial technology-centered lifestyle has brought about unhealthy habits, such as eating more processed food and less physical activity at home. Video games have risen in popularity over the past decades and some have blamed increased game playing habits for an unhealthy lifestyle change. This project investigates whether it is possible to motivate people for a healthy lifestyle and for maintaining increased physical activity by using video games. We are especially interested in exploring game design elements and psychological reward balancing that leads to increased exercise motivation and maintaining healthy eating habits. We are using physiological measures and behaviour tracking to analyse and study habit formation in physically interactive gaming environments.

People

Lead

Lennart Nacke
Director of the HCI Games Group

Participants

Gustavo Fortes Tondello
Ph.D. Student, Personalized Health Gamification
Dennis Kappen
Ph.D. Student, Game Design and User Interaction for Older Adults
Rina Wehbe
Ph.D. Student, Errors, Perception of AI, Health Games
Rita Orji
Post Doctoral Fellow, Persuasive Games

Publications

Year 2017


Exploring the Potential of Game Audio for Wellbeing

Katja Rogers and Lennart E. Nacke. 2017. Exploring the Potential of Game Audio for Wellbeing. In Positive Gaming: Workshop on Gamification and Games for Wellbeing. Amsterdam, Netherlands. .

Gamification through the Application of Motivational Affordances for Physical Activity Technology

Dennis L. Kappen, Pejman Mirza-Babaei, and Lennart E. Nacke. 2017. Gamification through the Application of Motivational Affordances for Physical Activity Technology. In Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17. Amsterdam, Netherlands. ACM. doi:10.1145/3116595.3116604

Positive Gaming: Workshop on Gamification and Games for Wellbeing

Gustavo F. Tondello, Rita Orji, Kellie Vella, Daniel Johnson, Marierose M. M. van Dooren, and Lennart E. Nacke. 2017. Positive Gaming: Workshop on Gamification and Games for Wellbeing. In Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17 Extended Abstracts. Amsterdam, Netherlands. ACM. doi:10.1145/3130859.3131442

Towards Personality-driven Persuasive Health Games and Gamified Systems

Rita Orji, Lennart E. Nacke, and Chrysanne Di Marco. 2017. Towards Personality-driven Persuasive Health Games and Gamified Systems. In Proceeding of the 2017 ACM Conference on Human Factors in Computing Systems - CHI 2017. Denver, CO, USA. ACM, 1015-1027. doi:10.1145/3025453.3025577

Using technology to boost employee wellbeing? How gamification can help or hinder results

Ekaterina Pogrebtsova, Gustavo F. Tondello, Hardy Premsukh, and Lennart E. Nacke. 2017. Using technology to boost employee wellbeing? How gamification can help or hinder results. In Positive Gaming: Workshop on Gamification and Games for Wellbeing. Amsterdam, Netherlands. .

Year 2016


ABOVE WATER: An Educational Game for Anxiety

Rina R. Wehbe, Diane K. Watson, Gustavo F. Tondello, Marim Ganaba, Melissa Stocco, Alvin Lee, and Lennart E. Nacke. 2016. ABOVE WATER: An Educational Game for Anxiety. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Extended Abstracts - CHI PLAY EA '16. Austin, TX, USA. ACM. doi:10.1145/2968120.2971804

ABOVE WATER: Extending the Play Space for Health

Rina R. Wehbe, Diane K. Watson, Gustavo F. Tondello, and Lennart E. Nacke. 2016. ABOVE WATER: Extending the Play Space for Health. In Proceedings of the 2016 International Conference on Interactive Surfaces and Spaces - ISS '16. Niagara Falls, ON, Canada. ACM. doi:10.1145/2992154.2996882

Design Strategies for Gamified Physical Activity Applications for Older Adults

Dennis L. Kappen, Lennart E. Nacke, Kathrin M. Gerling, and Lia E. Tsotsos. 2016. Design Strategies for Gamified Physical Activity Applications for Older Adults. In Proceedings of the 49th Annual Hawaii International Conference on System Sciences. IEEE, 1309-1318. doi:10.1109/HICSS.2016.166

Year 2015


Adaptive Engagement of Older Adults’ Fitness through Gamification

Dennis L. Kappen. 2015. Adaptive Engagement of Older Adults’ Fitness through Gamification. In Proceedings of CHI PLAY 2015. London, United Kingdom. ACM. doi:10.1145/2793107.2810276

Towards a Personalized Playful Digital Wellness Assistant

Gustavo F. Tondello, Rina R. Wehbe, and Lennart E. Nacke. 2015. Towards a Personalized Playful Digital Wellness Assistant. In Workshop on Personalization in Serious and Persuasive Games and Gamified Interactions. London, UK. ACM.

Year 2014


Social Player Analytics in a Facebook Health Game

Lennart E. Nacke, Matthias Klauser, and Paul Prescod. 2014. Social Player Analytics in a Facebook Health Game. In Proceedings of HCI Korea 2014. Seoul, Republic of Korea. Hanbit Media, Inc., 180-187.