JumpGym: Exploring the impact of a jumping exergame for waiting areas

Mmachi Obiorah, Maarten Bos, Emily Harburg, Michael Horn

Research output: Chapter in Book/Report/Conference proceedingConference contribution

5 Scopus citations

Abstract

People spend hours waiting in line each year, yet this waiting is often spent in inactive, unhappy, or isolated ways. In this paper, we explore the use of exergames to improve waiting experiences and increase physical activity by providing opportunities for exercise and social interaction. To do so, we present the design and study of JumpGym, a multi-player exergame that receives input through physical jumps from players for use in public spaces where people have to wait. We share findings from a lab study and a field deployment conducted at a bus stop. Our findings indicate that playing JumpGym influenced perceived waiting time, physical activity, and social interaction of participants. We share design strategies that were identified as key to obtaining these results.

Original languageEnglish (US)
Title of host publicationCHI PLAY 2017 Extended Abstracts - Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play
PublisherAssociation for Computing Machinery, Inc
Pages13-24
Number of pages12
ISBN (Electronic)9781450351119
DOIs
StatePublished - Oct 15 2017
Event4th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2017 - Amsterdam, Netherlands
Duration: Oct 15 2017Oct 18 2017

Publication series

NameCHI PLAY 2017 Extended Abstracts - Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play

Other

Other4th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2017
CountryNetherlands
CityAmsterdam
Period10/15/1710/18/17

Keywords

  • Exergames
  • Waiting areas

ASJC Scopus subject areas

  • Human-Computer Interaction

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