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UKKO: Enriching Persuasive Location based Games with Environmental Sensor Data

Published: 05 October 2015 Publication History

Abstract

The number of children walking to school is at an all-time low and car use on the rise. The walk to school is seen as an opportunity to promote exercise and tackle the effects of an increasingly sedentary lifestyle amongst young people. At the same time we have a growing understanding of the harmful effects of air pollution on our health. Walking to school would not only make for healthier kids, it would reduce traffic and create a healthier, safer environment but we still drive our kids to school. This paper describes the initial design and development of UKKO, a novel persuasive game to encourage walking to school and engagement with local data. UKKO uses real time environmental data captured by the player to create a virtual environment for a digital pet. The more the student walks and avoids areas of high pollution the more healthy their pet.

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  • (2024)Creating Safe Places: Understanding the Lived Experiences of Families Managing Cystic Fibrosis in Young ChildrenProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642334(1-18)Online publication date: 11-May-2024
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  1. UKKO: Enriching Persuasive Location based Games with Environmental Sensor Data

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    cover image ACM Conferences
    CHI PLAY '15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
    October 2015
    852 pages
    ISBN:9781450334662
    DOI:10.1145/2793107
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Publication History

    Published: 05 October 2015

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    Author Tags

    1. data games
    2. digital pet
    3. games for change
    4. open data
    5. persuasive
    6. pervasive
    7. sensors

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    CHI PLAY '15 Paper Acceptance Rate 40 of 144 submissions, 28%;
    Overall Acceptance Rate 421 of 1,386 submissions, 30%

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    Cited By

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    • (2024)Creating Safe Places: Understanding the Lived Experiences of Families Managing Cystic Fibrosis in Young ChildrenProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642334(1-18)Online publication date: 11-May-2024
    • (2024)The Impact of Persuasive Framing on the Perceived Effectiveness of a Game for Behaviour ChangeInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2355390(1-15)Online publication date: 28-May-2024
    • (2023)Games for Change—A Comparative Systematic Review of Persuasive Strategies in Games for Behavior ChangeIEEE Transactions on Games10.1109/TG.2022.315909015:2(121-133)Online publication date: Jun-2023
    • (2022)Persuasive Games for Physical Activity in App Stores: A Systematic Review2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)10.1109/SEGAH54908.2022.9978574(1-6)Online publication date: 10-Aug-2022
    • (2022)Personality-targeted persuasive gamified systems: exploring the impact of application domain on the effectiveness of behaviour change strategiesUser Modeling and User-Adapted Interaction10.1007/s11257-022-09319-w32:1-2(165-214)Online publication date: 1-Apr-2022
    • (2021)Climate Change Communication in HCI: a Visual Analysis of the Past DecadeProceedings of the 13th Conference on Creativity and Cognition10.1145/3450741.3466774(1-16)Online publication date: 22-Jun-2021
    • (2020)PHISHER CRUSH: A Mobile Persuasive Game for Promoting Online SecurityPersuasive Technology. Designing for Future Change10.1007/978-3-030-45712-9_17(223-233)Online publication date: 8-Apr-2020
    • (2019)Designing an Intervention for Creating Awareness in Motorists About Vehicle Emission Consequences on Human HealthPeople, Personal Data and the Built Environment10.1007/978-3-319-70875-1_8(163-184)Online publication date: 10-Apr-2019
    • (2017)Bus Runner: Using Contextual Cues for Procedural Generation of Game Content on Public TransportHuman-Computer Interaction. Interaction Contexts10.1007/978-3-319-58077-7_2(21-34)Online publication date: 14-May-2017
    • (2016)Playful Cognitive Behavioral Therapy AppsProceedings of the The 15th International Conference on Interaction Design and Children10.1145/2930674.2930698(486-498)Online publication date: 21-Jun-2016

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