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Article

Fish'n'Steps: encouraging physical activity with an interactive computer game

Published: 17 September 2006 Publication History

Abstract

A sedentary lifestyle is a contributing factor to chronic diseases, and it is often correlated with obesity. To promote an increase in physical activity, we created a social computer game, Fish'n'Steps, which links a player's daily foot step count to the growth and activity of an animated virtual character, a fish in a fish tank. As further encouragement, some of the players' fish tanks included other players' fish, thereby creating an environment of both cooperation and competition. In a fourteen-week study with nineteen participants, the game served as a catalyst for promoting exercise and for improving game players' attitudes towards physical activity. Furthermore, although most player's enthusiasm in the game decreased after the game's first two weeks, analyzing the results using Prochaska's Transtheoretical Model of Behavioral Change suggests that individuals had, by that time, established new routines that led to healthier patterns of physical activity in their daily lives. Lessons learned from this study underscore the value of such games to encourage rather than provide negative reinforcement, especially when individuals are not meeting their own expectations, to foster long-term behavioral change.

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cover image ACM Other conferences
UbiComp'06: Proceedings of the 8th international conference on Ubiquitous Computing
September 2006
526 pages
ISBN:9783540396345
  • Editors:
  • Paul Dourish,
  • Adrian Friday

Sponsors

  • Google Inc.
  • Nokia
  • Microsoft: Microsoft
  • Intel: Intel
  • IBM: IBM

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Springer-Verlag

Berlin, Heidelberg

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Published: 17 September 2006

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UbiComp'06 Paper Acceptance Rate 30 of 204 submissions, 15%;
Overall Acceptance Rate 764 of 2,912 submissions, 26%

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  • (2024)Investigating Perspectives of and Experiences with Low Cost Commercial Fitness WearablesProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/36997408:4(1-22)Online publication date: 21-Nov-2024
  • (2024)Socio-Cognitive Framework for Personal Informatics: A Preliminary Framework for Socially-Enabled Health TechnologiesACM Transactions on Computer-Human Interaction10.1145/367450431:3(1-41)Online publication date: 30-Jun-2024
  • (2024)Human-Animal Interaction in Immersive Virtual Reality: The Role of Social Presence and Positive EffectsProceedings of Mensch und Computer 202410.1145/3670653.3670661(342-359)Online publication date: 1-Sep-2024
  • (2024)Unpacking Task Management Tools, Values, and Worker DynamicsProceedings of the 3rd Annual Meeting of the Symposium on Human-Computer Interaction for Work10.1145/3663384.3663402(1-16)Online publication date: 25-Jun-2024
  • (2024)Changing Your Tune: Lessons for Using Music to Encourage Physical ActivityProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/36596118:2(1-24)Online publication date: 15-May-2024
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  • (2024)A Framework for Reasoning about Social Influences on Security and Privacy AdoptionExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3651012(1-13)Online publication date: 11-May-2024
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  • (2024)Persuasive Determinants of Physical Activity in Adults: Cultural Differences and the Moderating Effect of Gender and AgeCross-Cultural Design10.1007/978-3-031-60898-8_1(3-27)Online publication date: 29-Jun-2024
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