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in-game or virtual rewards are applied and thus the more physically active the child is,
the more in-game rewards and progress they make in the game. In this way, both on-
screen and off-screen physical activity support in-game performance and associated
rewards.
“MetaKenkoh” is an Internet-based adventure game for children that uses a similar
integrated approach. In order to play this game, children need to wear a pedometer
that records their off-game steps. Pedometer data are uploaded daily to an internet
database by parents. Children's steps are then converted into energy units that are
used in game play [27]. Likewise, “Fish'n'Steps” is a social computer game that uses
a pedometer device to keep track of daily step counts in players. The participants are
encouraged to take more daily steps as these steps are translated to the growth of their
character in the game when data is uploaded [35]. 'ibitz' for Kids technology is
developed by GeoPalz and includes a wireless pedometer and a free-downloaded
application. Thorough the pedometer device, children's physical steps can be tracked
and then synchronized to the app where their physical exertion translates to virtual
rewards [36].
4
Conclusion
We certainly agree with the notion that combining the appeal and motivation
associated with active video games and also encouraging free physical play provides
the most benefit. The ability of children to complete challenges and accumulate
rewards in both on-screen and off-screen play may help reinforce physical activity in
both of these environments.
This foundational paper has been developed to explore the potential to implement
technology-based solutions to promote physical activity amongst children and
adolescents. Exergames and activity tracking technologies have multiple implications
for increasing physical activity levels in children and adolescents. The integration of
both of these technologies may have even greater implications for increasing levels of
physical activity in young people. This paper discusses the feasibility of combining
exergames and activity tracking technologies. Based on the literature we reviewed, a
preliminary model that integrates these two technologies has been proposed. This
model could potentially be utilised to test the feasibility of the integration of these
technologies. This work complements work performed in our previous studies. Based
on this review and our previous work, we plan to further investigate and consequently
integrate these technologies as a method of increasing physical activity among
children and adolescents.
Acknowledgements. The primary author is employed and sponsored by Taibah
University, Madinah, KSA.
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