DC Field | Value | Language |
---|---|---|
dc.contributor.author | Lee, Yeoreum | ko |
dc.contributor.author | Lim, Youn-kyung | ko |
dc.date.accessioned | 2017-07-03T06:41:26Z | - |
dc.date.available | 2017-07-03T06:41:26Z | - |
dc.date.created | 2017-06-20 | - |
dc.date.issued | 2017-06-12 | - |
dc.identifier.citation | Proceedings of the 2017 ACM Conference Publication on DIS'17 Companion (Designing Interactive Systems), pp.138 - 143 | - |
dc.identifier.uri | http://hdl.handle.net/10203/224226 | - |
dc.description.abstract | Cheating in an exergame has been perceived as a negative activity because the purpose and method of using the application when engaging in cheating are different from the original intent of it. However, it is also known that there is a possibility to take advantage of the positive aspects of cheating in exergames such as motivating users and maintaining them physically active, which motivated us to understand cheating from different perspectives rather than just prohibiting it. To explore and examine this potential, we investigated exergame users' cheating experiences. As a result, design implications of cheating are suggested that can enhance users' experiences with exergames. | - |
dc.language | English | - |
dc.publisher | Designing Interactive Systems Conference 2017 (DIS 2017) | - |
dc.title | How and Why I Cheated On My App: User Experience of Cheating Physical Activity Exergame Application | - |
dc.type | Conference | - |
dc.type.rims | CONF | - |
dc.citation.beginningpage | 138 | - |
dc.citation.endingpage | 143 | - |
dc.citation.publicationname | Proceedings of the 2017 ACM Conference Publication on DIS'17 Companion (Designing Interactive Systems) | - |
dc.identifier.conferencecountry | SC | - |
dc.identifier.conferencelocation | Edinburgh Napier University | - |
dc.identifier.doi | 10.1145/3064857.3079134 | - |
dc.contributor.localauthor | Lim, Youn-kyung | - |
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