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Florian 'Floyd' Mueller, Frank Vetere, and Martin Gibbs, The Design of Networked Exertion Games. JVRB - Journal of Virtual Reality and Broadcasting, 5(2008), no. 13. (urn:nbn:de:0009-6-16175)

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%0 Journal Article
%T The Design of Networked Exertion Games
%A Mueller, Florian 'Floyd'
%A Vetere, Frank
%A Gibbs, Martin
%J JVRB - Journal of Virtual Reality and Broadcasting
%D 2008
%V 5(2008)
%N 13
%@ 1860-2037
%F mueller2008
%X Incorporating physical activity and exertion into pervasive gaming applications can provide health and social benefits. Prior research has resulted in several prototypes of pervasive games that encourage exertion as interaction form; however, no detailed critical account of the various approaches exists. We focus on networked exertion games and detail some of our work while identifying the remaining issues towards providing a coherent framework. We outline common lessons learned and use them as the basis for generalizations for the design of networked exertion games. We propose possible directions of further investigation, hoping to provide guidance for future work to facilitate greater awareness and exposure of exertion games and their benefits.
%L 004
%K Exertion Interface
%K active
%K bond
%K connectedness
%K exhausting
%K football
%K jogging
%K muscle
%K physical
%K ping pong
%K rapport
%K running
%K soccer
%K social interaction
%K sports
%K strength
%K table tennis
%K tangible
%K team building
%K videoconferencing
%R 10.20385/1860-2037/5.2008.13
%U http://nbn-resolving.de/urn:nbn:de:0009-6-16175
%U http://dx.doi.org/10.20385/1860-2037/5.2008.13

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Bibtex

@Article{mueller2008,
  author = 	"Mueller, Florian 'Floyd'
		and Vetere, Frank
		and Gibbs, Martin",
  title = 	"The Design of Networked Exertion Games",
  journal = 	"JVRB - Journal of Virtual Reality and Broadcasting",
  year = 	"2008",
  volume = 	"5(2008)",
  number = 	"13",
  keywords = 	"Exertion Interface; active; bond; connectedness; exhausting; football; jogging; muscle; physical; ping pong; rapport; running; soccer; social interaction; sports; strength; table tennis; tangible; team building; videoconferencing",
  abstract = 	"Incorporating physical activity and exertion into pervasive gaming applications can provide health and social benefits. Prior research has resulted in several prototypes of pervasive games that encourage exertion as interaction form; however, no detailed critical account of the various approaches exists. We focus on networked exertion games and detail some of our work while identifying the remaining issues towards providing a coherent framework. We outline common lessons learned and use them as the basis for generalizations for the design of networked exertion games. We propose possible directions of further investigation, hoping to provide guidance for future work to facilitate greater awareness and exposure of exertion games and their benefits.",
  issn = 	"1860-2037",
  doi = 	"10.20385/1860-2037/5.2008.13",
  url = 	"http://nbn-resolving.de/urn:nbn:de:0009-6-16175"
}

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RIS

TY  - JOUR
AU  - Mueller, Florian 'Floyd'
AU  - Vetere, Frank
AU  - Gibbs, Martin
PY  - 2008
DA  - 2008//
TI  - The Design of Networked Exertion Games
JO  - JVRB - Journal of Virtual Reality and Broadcasting
VL  - 5(2008)
IS  - 13
KW  - Exertion Interface
KW  - active
KW  - bond
KW  - connectedness
KW  - exhausting
KW  - football
KW  - jogging
KW  - muscle
KW  - physical
KW  - ping pong
KW  - rapport
KW  - running
KW  - soccer
KW  - social interaction
KW  - sports
KW  - strength
KW  - table tennis
KW  - tangible
KW  - team building
KW  - videoconferencing
AB  - Incorporating physical activity and exertion into pervasive gaming applications can provide health and social benefits. Prior research has resulted in several prototypes of pervasive games that encourage exertion as interaction form; however, no detailed critical account of the various approaches exists. We focus on networked exertion games and detail some of our work while identifying the remaining issues towards providing a coherent framework. We outline common lessons learned and use them as the basis for generalizations for the design of networked exertion games. We propose possible directions of further investigation, hoping to provide guidance for future work to facilitate greater awareness and exposure of exertion games and their benefits.
SN  - 1860-2037
UR  - http://nbn-resolving.de/urn:nbn:de:0009-6-16175
DO  - 10.20385/1860-2037/5.2008.13
ID  - mueller2008
ER  - 
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Wordbib

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<b:PeriodicalTitle>JVRB - Journal of Virtual Reality and Broadcasting</b:PeriodicalTitle>
<b:Volume>5(2008)</b:Volume>
<b:Issue>13</b:Issue>
<b:Url>http://nbn-resolving.de/urn:nbn:de:0009-6-16175</b:Url>
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<b:Person><b:Last>Mueller</b:Last><b:First>Florian &apos;Floyd&apos;</b:First></b:Person>
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<b:Title>The Design of Networked Exertion Games</b:Title>
<b:Comments>Incorporating physical activity and exertion into pervasive gaming applications can provide health and social benefits. Prior research has resulted in several prototypes of pervasive games that encourage exertion as interaction form; however, no detailed critical account of the various approaches exists. We focus on networked exertion games and detail some of our work while identifying the remaining issues towards providing a coherent framework. We outline common lessons learned and use them as the basis for generalizations for the design of networked exertion games. We propose possible directions of further investigation, hoping to provide guidance for future work to facilitate greater awareness and exposure of exertion games and their benefits.</b:Comments>
</b:Source>
</b:Sources>
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ISI

PT Journal
AU Mueller, F
   Vetere, F
   Gibbs, M
TI The Design of Networked Exertion Games
SO JVRB - Journal of Virtual Reality and Broadcasting
PY 2008
VL 5(2008)
IS 13
DI 10.20385/1860-2037/5.2008.13
DE Exertion Interface; active; bond; connectedness; exhausting; football; jogging; muscle; physical; ping pong; rapport; running; soccer; social interaction; sports; strength; table tennis; tangible; team building; videoconferencing
AB Incorporating physical activity and exertion into pervasive gaming applications can provide health and social benefits. Prior research has resulted in several prototypes of pervasive games that encourage exertion as interaction form; however, no detailed critical account of the various approaches exists. We focus on networked exertion games and detail some of our work while identifying the remaining issues towards providing a coherent framework. We outline common lessons learned and use them as the basis for generalizations for the design of networked exertion games. We propose possible directions of further investigation, hoping to provide guidance for future work to facilitate greater awareness and exposure of exertion games and their benefits.
ER

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Mods

<mods>
  <titleInfo>
    <title>The Design of Networked Exertion Games</title>
  </titleInfo>
  <name type="personal">
    <namePart type="family">Mueller</namePart>
    <namePart type="given">Florian 'Floyd'</namePart>
  </name>
  <name type="personal">
    <namePart type="family">Vetere</namePart>
    <namePart type="given">Frank</namePart>
  </name>
  <name type="personal">
    <namePart type="family">Gibbs</namePart>
    <namePart type="given">Martin</namePart>
  </name>
  <abstract>Incorporating physical activity and exertion into pervasive gaming applications can provide health and social benefits. Prior research has resulted in several prototypes of pervasive games that encourage exertion as interaction form; however, no detailed critical account of the various approaches exists. We focus on networked exertion games and detail some of our work while identifying the remaining issues towards providing a coherent framework. We outline common lessons learned and use them as the basis for generalizations for the design of networked exertion games. We propose possible directions of further investigation, hoping to provide guidance for future work to facilitate greater awareness and exposure of exertion games and their benefits.</abstract>
  <subject>
    <topic>Exertion Interface</topic>
    <topic>active</topic>
    <topic>bond</topic>
    <topic>connectedness</topic>
    <topic>exhausting</topic>
    <topic>football</topic>
    <topic>jogging</topic>
    <topic>muscle</topic>
    <topic>physical</topic>
    <topic>ping pong</topic>
    <topic>rapport</topic>
    <topic>running</topic>
    <topic>soccer</topic>
    <topic>social interaction</topic>
    <topic>sports</topic>
    <topic>strength</topic>
    <topic>table tennis</topic>
    <topic>tangible</topic>
    <topic>team building</topic>
    <topic>videoconferencing</topic>
  </subject>
  <classification authority="ddc">004</classification>
  <relatedItem type="host">
    <genre authority="marcgt">periodical</genre>
    <genre>academic journal</genre>
    <titleInfo>
      <title>JVRB - Journal of Virtual Reality and Broadcasting</title>
    </titleInfo>
    <part>
      <detail type="volume">
        <number>5(2008)</number>
      </detail>
      <detail type="issue">
        <number>13</number>
      </detail>
      <date>2008</date>
    </part>
  </relatedItem>
  <identifier type="issn">1860-2037</identifier>
  <identifier type="urn">urn:nbn:de:0009-6-16175</identifier>
  <identifier type="doi">10.20385/1860-2037/5.2008.13</identifier>
  <identifier type="uri">http://nbn-resolving.de/urn:nbn:de:0009-6-16175</identifier>
  <identifier type="citekey">mueller2008</identifier>
</mods>
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