Skip to main navigation Skip to search Skip to main content

Wearable technology as game input for active exergames

    • Manchester Metropolitan University

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

    212 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

    © 2023 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.

    Copyright © and Moral Rights are retained by the author(s) and/ or other copyright owners. A copy can be downloaded for personal non-commercial research or study, without prior permission or charge. This item cannot be reproduced or quoted extensively from without first obtaining permission in writing from the copyright holder(s). The content must not be changed in any way or sold commercially in any format or medium without the formal permission of the copyright holders.

    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

    Fingerprint

    Dive into the research topics of 'Wearable technology as game input for active exergames'. Together they form a unique fingerprint.

    Cite this