Loading…
Back To Schedule
Thursday, June 27 • 4:00pm - 5:00pm
Zombies, Cardio, and Sitting Disease : Expanding Active Games into Frames beyond Fitness

Sign up or log in to save this to your schedule, view media, leave feedback and see who's attending!

This session features four different projects taking exergaming and active gaming into new directions.

The Return of “Zombie Yoga” – Introducing Emotions Into Motion Gaming

Last year we debuted Zombie Yoga in an initial talk at the Games for Health Conference 2012.  This year the zombies return…

After a full year of Development at DePaul University, “”Zombie Yoga – Recovering the Inner Child”" has been completed. The team set out to develop a different kind of motion game: one in which the emotional aspect of playing the game is foregrounded and physical exercise is only regarded as a vehicle of interaction.

This talk introduces the finished game and provides insight into its design process: the decisions that were made to create an emotionally driven motion game, whose main focus was on inner processes rather than heart-rate, oxygen levels and work-out. It discusses the potential benefits of focusing on these psychological rather than physical themes for the purpose of reaching and audience who does not already have an affinity towards exercising. 

Supporting Therapists In Motion-Based Gaming For Brain Injury Rehabilitation
To create and design games that support therapists in their work with brain-injury patients we need to (a) better understand the scope of the problem space and (b) consider both the tangible outcomes (e.g., meeting therapeutic goals) and the experiential outcomes (e.g. increased patient confidence). We feel that all too often in games for therapy, game are designed for tangible outcomes (i.e. more related to productivity tools) than for experiential outcomes.  This talk discusses these issues informs attendees on the design and user requirements for adjustable mini motion-games to support BI therapies. 

Cardioactive : An experimental full body exergame
According to the latest Pentagon figures, more than one-third of the roughly 31.2 million Americans aged 17 to 24 are unqualified for military service because of physical and medical issues, mostly due to obesity. CardioActive, an Entertainment Technology Center student project, is working with The United States Army in association with The Telemedicine & Advanced Technology Research Center (TATRC) to help solve this problem.

During this session attendees will learn about the Cardioactive project and see a demonstration of an experimental exercise game. Our goal with this game was to not only make something that was fun to play, but also something that would use biofeedback to help drive the game play. In the video game, participants will hover through a subway tunnel shooting robot spiders. The game is designed around a ten minute fitness routine that gets people moving in a short amount of time.

Come see what we built, hear our story, and provide feedback to the project.

The American Heart Association Gets Up Offa Their Things with Hotseat
A year ago, Hotseat presented a prototype here at Games for Health. Today, Hotseat's back to share its journey from prototype to finished product, from untested to piloted, and with an organization whose mission perfectly aligns with Hotseat's: the American Heart Association (AHA).

Now linked through research to an increased risk of diabetes, cardiovascular disease, kidney disease, cancer, and more, "sitting disease" is recognized by public health officials, researchers and employers as a real health concern. Hotseat is a customizable, user-driven answer to this threat. Hotseat is a mobile- and web-based solution that decreases employees' sitting time through short breaks, social accountability and game play. Described as a "trainer in one's pocket" and "Pandora for exercise," Hotseat has been recognized for its design by the Webbys People's Voice Awards and Partners Healthcare Innovators Challenge. 

At the time of the conference, Hotseat will be at the midpoint of a two-month pilot with AHA employees and guests. Session attendees will hear what we've learned and what's surprised us, too. We'll review data from AHA's pilot, including baseline sedentary behavior and current utilization overall and by age, gender, and other demographics. We'll share what goes into a successful launch and what it takes to sustain engagement and track impact. And we'll highlight the necessary decision points for moving a product forward while balancing product enhancement.
 

Speakers
avatar for fran melmed

fran melmed

CEO/Founder, context communication consulting
Owner of context communication consulting, a communication and change management consulting firm that specializes in workplace wellness. Co-founder of #co_health workplace wellness community and CoHealth Checkup, a monthly radio program on workplace wellness (@co_health). Creator... Read More →
avatar for Cynthia Putnam

Cynthia Putnam

Assistant Professor, DePaul University, College of Computing and Digital Media
I have over ten years industry experience as a designer creating 2D/3D art, interfaces, game activities and other interactive systems. I received my PhD in Human Centered Design and Engineering from the University of Washington, and now work as an assistant professor at DePaul (College... Read More →
avatar for Doris Rusch

Doris Rusch

Associate professor, DePaul University


Thursday June 27, 2013 4:00pm - 5:00pm EDT
Room B: Back Bay Grand

Attendees (0)