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 proceedingChapterAcademicpeer-review

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
PublisherSpringer
Pages293-308
Number of pages16
ISBN (Print)978-3-658-02896-1
DOIs
Publication statusPublished - 2013

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