A sedentary lifestyle is linked to many health problems, including diabetes, heart disease, and obesity. Active games attempt to offer a solution by encouraging players to be more physically active through the use of entertaining media. We present a framework for a massively multiplayer online exergame (MMOE), that combines elements of persuasive technology and massively multiplayer online games to provide players with a customized, social gaming experience with the potential for long-term engagement and measurable physical benefits. We then examine our own exergaming system, sensor network for active play (SNAP), to assess its suitability in an MMOE context. We then address several technical and usability challenges in the development of an MMOE, including pose selection, training, recognition, and presentation methods.

Additional Metadata
Keywords Exergaming, Game design, Human-computer interaction, Massively multiplayer online game, Sensor network
Persistent URL dx.doi.org/10.1016/j.entcom.2010.12.007
Journal Entertainment Computing
Citation
Johnston, H. (Hannah), & Whitehead, A. (2011). Pose presentation for a dance-based massively multiplayer online exergame. Entertainment Computing, 2(2), 89–96. doi:10.1016/j.entcom.2010.12.007