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2013 | OriginalPaper | Buchkapitel

An Active Lifestyle for Youths through Ambient Persuasive Technology. Implementing Activating Concepts in a School Environment

verfasst von : R.J.W. Sluis-Thiescheffer, R. Tieben, J. Sturm, M.M. Bekker, B. Schouten

Erschienen in: Games for Health

Verlag: Springer Fachmedien Wiesbaden

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Abstract

The PlayFit project aims to design for a structural reduction in sedentary behavior throughout the day. The challenge is to engage teenagers by connecting to their mainly sedentary lifestyle by playful persuasion. Therefore we defined four design principles: (1) embedded in the context (2) trigger an intrinsic need to play, (3) adapt to a personal playing style and (4) facilitate open-ended and/or emergent play. In the past three years we have been exploring solutions through design research and applied these insights to three new concepts, each tying into a different aspect of a school day. In this paper we share the first insights in applying these design principles and implementing the concepts that help reducing sedentary behavior in schools for vocational education.

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Metadaten
Titel
An Active Lifestyle for Youths through Ambient Persuasive Technology. Implementing Activating Concepts in a School Environment
verfasst von
R.J.W. Sluis-Thiescheffer
R. Tieben
J. Sturm
M.M. Bekker
B. Schouten
Copyright-Jahr
2013
Verlag
Springer Fachmedien Wiesbaden
DOI
https://doi.org/10.1007/978-3-658-02897-8_23

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