Responsive Tangible Rewards in Physical Activity Gamification

Centre for Design Innovation, Swinburne University of Technology
Publication Type:
Conference Proceeding
Citation:, 2017, pp. 167 - 170
Issue Date:
Full metadata record
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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