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2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL)

DOI: 10.1109/imctl.2015.7359598

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Transfering Full Body Exergames from Desktop Applications to Mobile Devices: the Role of the Internet of Things

This paper is available in a repository.
This paper is available in a repository.

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Abstract

Serious games have been in focus of an increasing number of research efforts in the health domain over the last decade. Their maturity led researchers to increase their efforts on approaches and techniques that will facilitate the adoption of these games by older adults in their daily life. As real users' home is the desired destination of serious games, researchers have started taking them out of the lab settings. Towards this and aligned with the technology acceptance model, perceived ease of use is considered as a primary determinant affecting attitude towards ICT use. Therefore, contemporary mobile devices (smartphones, tablets, smart Tvs, etc.) can play essential role as means of delivering serious games. However, full body activity exergames seem to be more demanding in terms of transferring their technology from the well-established desktop applications to mobile and web technologies. Fortunately, web and mobile technology advancements can handle the emerged challenges. This paper presents the background of exergames on mobile devices and the technologies around them and gives insights on the available technologies that can be used to move full body exergames from desktop applications to web browsers. More specifically, this papers exhibits the future of gaming controllers in the Internet of Things domain and how this would accelerate full body exergames through mobile devices.