Wearable technology as game input for active exergames

John Henry, Connah Kendrick, Sylvester Arnab

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

2 Citations (Scopus)
146 Downloads (Pure)

Abstract

Wearable technology and exergames are topics with a growing interest since the wide adoption of the Internet of Things and other technological advancements around machine to machine communication. Our paper extends on existing work in the area and proposes a development framework for exergames that use physiological signals through wearable technology as player input and combine with the Internet of Things to create a single exergame solution. We analyse the applicability of our proposed framework through an exergame that uses heart rate obtained from a wearable as the sole form of player input. We highlight the empirical nature of our work and present the future directions of our research along with recommendations for researchers that wish to introduce their own solutions in the area.
Original languageEnglish
Title of host publication2023 IEEE 11th International Conference on Serious Games and Applications for Health, SeGAH 2023
PublisherIEEE
Pages1-8
Number of pages8
Volume(In-Press)
ISBN (Electronic)979-8-3503-4607-7
ISBN (Print)979-8-3503-4608-4
DOIs
Publication statusE-pub ahead of print - 22 Sept 2023
EventIEEE International Conference on Serious Games and Applications for Health - Athens, Greece
Duration: 28 Aug 202330 Aug 2023
https://www.segah.org/2023/index.html

Publication series

Name
PublisherIEEE
ISSN (Print)2330-5649
ISSN (Electronic)2573-3060

Conference

ConferenceIEEE International Conference on Serious Games and Applications for Health
Abbreviated titleIEEE SEGAH
Country/TerritoryGreece
CityAthens
Period28/08/2330/08/23
Internet address

Bibliographical note

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This document is the author’s post-print version, incorporating any revisions agreed during the peer-review process. Some differences between the published version and this version may remain and you are advised to consult the published version if you wish to cite from it.

Keywords

  • wearable technology
  • heart rate
  • affective games
  • exergames
  • serious games
  • games for health

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