Andrew Peter Macvean

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Effective exergames should increase the proportion of time users regularly spend in moderate to vigorous physical activity. There are currently few studies of exergame systems which evaluate the impact on physical activity over time. Those which do, show increases in light intensity exercise which although valuable, do not increase the proportion of(More)
Exergames, games that encourage and facilitate physical exercise, are growing in popularity thanks to progressions in ubiquitous technologies. While initial findings have confirmed the potential of such games, little research has been done on systems which target the needs of adolescent children. In this paper we introduce iFitQuest, a mobile location-aware(More)
Alternate Reality Games (ARGs) are interactive narrative experiences that engage the player by layering a fictional world over the real world. Mobile ARG stories are often geo-specific, requiring players to visit specific locations in the world. Consequently, mobile ARGs are played infrequently and only by those who live within proximity of the locations(More)
This paper focuses on the importance of evaluating educational technology for young people aged 10-18 in naturalistic classroom contexts. We present the Train the Teacher Model (TTM) which formalizes a model for IDC researchers to use when deploying and validating an educational system. Our key findings indicate the need to work in partnership with(More)
Alternate Reality Games layer a fictional world over the real world in order to provide players with a location-based interactive narrative experience. Building off previous work on game flow and enjoyment metrics in games, we present a metric based on the key elements that empirical studies suggest make for enjoyable ARG gameplay. We empirically validate(More)
This paper presents current work on a pervasive health and fitness game (exergame), designed to motivate children to reach their recommended daily exercise goals and facilitate long term behavioural change. I discuss briefly the current work in the area of pervasive exergames and highlight a common theme in the approach they take. Through my study of the(More)
Many public health interventions are less effective than expected in 'real life settings', yet little work is undertaken to understand the reasons why. The effectiveness of complex public health interventions can often be traced back to a robust programme theory (how and why an intervention brings about a change in outcome(s)) and assumptions that are made(More)
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