Responsive Tangible Rewards in Physical Activity Gamification
- Centre for Design Innovation, Swinburne University of Technology
- Publication Type:
- Conference Proceeding
- http://www.cdiengage.com.au/news/design4health-melbourne-2017-proceedings, 2017, pp. 167 - 170
- Issue Date:
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Persuasive technologies are in their infancy, and whilst initial enthusiasm for standard interaction devices designed for gamifying exercise was high, more sophisticated responses to the challenges of motivating and engaging users are needed. The conference presentation showed a series of concepts by the design-led researcher James Novak into the gamification of physical activity, offering a new research direction whereby users are better able to customise their experience and develop more meaningful engagement in both the digital and physical worlds.
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