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

Onderzoeksoutput: Hoofdstuk in Boek/Rapport/CongresprocedureConferentiebijdrageAcademicpeer review

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Samenvatting

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
Originele taal-2Engels
TitelGames for Health : Proceedings of the 3rd european conference on gaming and playful interaction in health care
RedacteurenB. Schouten, S. Fedtke, T. Bekker, M. Schijven, A. Gekker
Plaats van productieWiesbaden
UitgeverijSpringer
Pagina's293-308
ISBN van geprinte versie978-3-658-02896-1
DOI's
StatusGepubliceerd - 2013
Evenementconference; Games for Health; 2013-10-28; 2013-10-29 -
Duur: 28 okt 201329 okt 2013

Congres

Congresconference; Games for Health; 2013-10-28; 2013-10-29
Periode28/10/1329/10/13
AnderGames for Health

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  • Citeer dit

    Sluis - Thiescheffer, R. J. W., Tieben, R., Sturm, J. A., Bekker, M. M., & Schouten, B. A. M. (2013). An active lifestyle for youths through ambient persuasive technology: implementing activating concepts in a school environment. In B. Schouten, S. Fedtke, T. Bekker, M. Schijven, & A. Gekker (editors), Games for Health : Proceedings of the 3rd european conference on gaming and playful interaction in health care (blz. 293-308). Springer. https://doi.org/10.1007/978-3-658-02897-8_23,