A Focused Review and Initial Conceptual Design for Merging Exergame and Activity Monitoring Technologies

  • Reem Altamimi
  • Geoff Skinner
  • Keith Nesbitt
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8770)


In an era of increasing technology use, it has been recognized that children and adolescents have become more sedentary and engage in less physical activity. Motivating children to be more physically active is not an easy task given their preference for seated leisure activities. Video games are a favorite leisure activity amongst children and adolescents. Exergames have been suggested as one form of game that may make children more active. Activity monitoring technologies are another proposed solution. This paper reviews literature in the areas of exergaming and activity tracking technology and proposes an initial design that involves merging the two areas. This work builds on our previous research in this area and makes an original contribution through the suggestion of added benefits that stem from the integration of exergames and activity tracking technologies. Furthermore, we plan to expand our research beyond the scope of this paper to propose a model based on this incorporation. Here we conclude that the careful integration of exergames and physical activity tracking technology provides the greatest potential to increase and maintain physical activity levels in children and adolescents.


Physical Activity Exergames Activity Monitoring Technologies 


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Copyright information

© IFIP International Federation for Information Processing 2014

Authors and Affiliations

  • Reem Altamimi
    • 1
  • Geoff Skinner
    • 1
  • Keith Nesbitt
    • 1
  1. 1.The University of NewcastleAustralia

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