将电子游戏中的体育活动数据与以用户为中心的仪表板整合在一起

Danielle Hagood, Cynthia Carter Ching, S. Schaefer
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引用次数: 4

摘要

为了促进健康意识和活动学习,我们给12至14岁的青少年提供了活动监测器(Fitbits)来跟踪他们的身体活动,然后将其整合到我们制作的视频游戏中。玩家在现实世界中的行动转化为游戏玩法所需的游戏内资源。除了需要在现实世界中完成各种游戏活动之外,游戏中的仪表板还呈现出活动模式的视觉表现,表面上告诉学生他们自己的活动模式。在本文和海报中,我们讨论了仪表板初始设计中的挑战。我们介绍了在创建以用户为中心的仪表板过程中的发现和挑战,并总结了我们未来的设计目标。
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Integrating physical activity data in videogames with user-centered dashboards
To promote healthy awareness and activity learning, we gave 12-to 14-year-old youth activity monitors (Fitbits) to track their physical activity, which was then integrated into a videogame we created. The players' real-world steps transform into in-game resources needed for gameplay. In addition to requiring real-world steps for various in-game activities, a dashboard in this game presents visual representations of activity patterns, ostensibly informing students about patterns of their own activity. In this paper and poster, we discuss challenges in initial designs of our dashboard. We present findings and challenges in the process of creating a user-centered dashboard and conclude with our future design goals.
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