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: | http://urn.fi/urn:nbn:fi-fe2019041111889 |
Language: | English |
Published: |
Institute of Electrical and Electronics Engineers,
2018
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Publish Date: | 2019-04-11 |
Description: |
AbstractLack 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. see all
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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 |
OADOI: | https://oadoi.org/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 |
Subjects: | |
Funding: |
This study is part of the Business Ecosystems for Effective Exergaming (BEE) project, funded by Business Finland (grant 6057/31/2016). |
Copyright information: |
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