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

R.J.W. Sluis - Thiescheffer, R. Tieben, J.A. Sturm, M.M. Bekker, B.A.M. Schouten

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

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    Abstract

    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
    Original languageEnglish
    Title of host publicationGames for Health : Proceedings of the 3rd european conference on gaming and playful interaction in health care
    EditorsB. Schouten, S. Fedtke, T. Bekker, M. Schijven, A. Gekker
    Place of PublicationWiesbaden
    PublisherSpringer
    Pages293-308
    ISBN (Print)978-3-658-02896-1
    DOIs
    Publication statusPublished - 2013
    Eventconference; Games for Health; 2013-10-28; 2013-10-29 -
    Duration: 28 Oct 201329 Oct 2013

    Conference

    Conferenceconference; Games for Health; 2013-10-28; 2013-10-29
    Period28/10/1329/10/13
    OtherGames for Health

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