University of Oulu

M. Luimula et al., "Gaming for health across various areas of life," 2018 9th IEEE International Conference on Cognitive Infocommunications (CogInfoCom), Budapest, Hungary, 2018, pp. 000247-000252. doi: 10.1109/CogInfoCom.2018.8639955

Gaming for health across various areas of life

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Author: Luimula, Mika1; Ailio, Paula2; 1,3;
Organizations: 1Turku University of Applied Sciences, Futuristic Technologies
2Turku University of Applied Sciences
3North-West University, PHASREC, South Africa
4University of Jyväskylä
5University of Oulu, Finland, Center for Life Course Health Research
6Oulu Deaconess Institute
7University of Jyväskylä Faculty of Sport and Health Sciences
8University of Oulu, Finland, Medical Physics, Imaging and Technology
9Oulu University Hospital
Format: article
Version: accepted version
Access: open
Online Access: PDF Full Text (PDF, 1.3 MB)
Persistent link:
Language: English
Published: Institute of Electrical and Electronics Engineers, 2018
Publish Date: 2019-04-11


Lack of physical activity is mostly addressed by implementing programs to promote physical activity but seeing as the major cause for physical inactivity is that of technology. Few studies used the approach to use the very barrier as s mean to try and educate and breed good habits. This paper outlines the design and development of a project that will us various environments, home, gym and outdoors to promote physical activity by means of technology and more specifically games.

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Series: IEEE International Conference on Cognitive Infocommunications
ISSN: 2380-7350
ISSN-L: 2380-7350
ISBN: 978-1-5386-7094-1
ISBN Print: 978-1-5386-7095-8
Pages: 247 - 251
DOI: 10.1109/CogInfoCom.2018.8639955
Host publication: 2018 9th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)
Conference: IEEE International Conference on Cognitive Infocommunications
Type of Publication: A4 Article in conference proceedings
Field of Science: 3142 Public health care science, environmental and occupational health
113 Computer and information sciences
Funding: This study is part of the Business Ecosystems for Effective Exergaming (BEE) project, funded by Business Finland (grant 6057/31/2016).
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