No open-access location is known for this record yet.
No open-access location is known for this record yet.
Encouraging physical activity is an important public health issue. In this study, we set out to see if a game could be used to motivate people to be more active. We recruited 74 subjects to wear Fitbits -- a personal activity monitoring device that tracked the number of steps taken in a day -- and compared step totals in three experimental conditions: a control, a social interaction experience, and a social game we developed called StepCity. We found that for newer Fitbit users, the game led to users taking more steps than they did in a control condition. In this poster, we present the details of our system and the results of a controlled experiment.
Loading…
Stored only when both papers are in the corpus — 36 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.