Fish'n'Steps: Encouraging Physical Activity with an Interactive Computer Game
By J. J. Lin, Lena Mamykina, S. Lindtner, Gregory Delajoux, H. Strub. Ubiquitous Computing, 2006
1,003 citations recorded by the source corpus.
Subfields: Applied Psychology, Clinical Psychology
View Paper: https://www.semanticscholar.org/paper/1aec7197b14e8c90f4d93f98e7ffbfa83b859178
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Applied Psychology
- Eric B. Hekler
- Paul Dourish
- Sunny Consolvo
- Wanda Pratt
- Jon E. Froehlich
- Predrag V. Klasnja
- Elaine May Huang
- Matthew P. Buman
In Clinical Psychology
Citations in the corpus
- No longer wearing: investigating the abandonment of personal health-tracking technologies on craigslist (2015, background): “pedometers) prove effective at improving individuals’ physical activity [7, 27, 32].”
- Designing sports: a framework for exertion games (2011, background): “The Nintendo Wii and Microsoft Kinect, along with research projects such as virtual reality stationary bikes [32], mobile games fueled by exercise [8, 26] and our own systems [35, 36, 38] have all contributed to a design space that highlights the value of such mediated exertion experiences.”
- HCI and environmental sustainability: the politics of design and the design of politics (2010, methodology): “This observation has driven research in the use of information technology to promote personal health and wellness [e.g. 14, 27], as well, more broadly, as what some have termed “persuasive technologies” [20].”
- Activity sensing in the wild: a field trial of ubifit garden (2008, background): “Instead, some focus on preventing “cheating” by not allowing users to add to or manipulate inferred data [10].”
- An Overview of Serious Games (2014, background): “A fourteen-week study showed that participants developed healthier daily activity patterns [30].”
- How to evaluate technologies for health behavior change in HCI research (2011, background): “HCI researchers have developed systems for encouraging physical activity [2,7,8,24], healthy diet [12,17,23], glycemic control in diabetes [26,39], and self-regulation of emotions [31].”
- Persuasive technology in the real world: a study of long-term use of activity sensing devices for fitness (2014, background): “…strides in understanding other aspects of these technologies, such as how their design affects activity and behavior [9, 24], how to use visualization to motivate activities and provide awareness [7, 13], how feedback is understood and used [12], and how such technologies should be evaluated [11].”
- Exploring goal-setting, rewards, self-monitoring, and sharing to motivate physical activity (2012, background): “The Fish 'n 'Steps study found that sharing with strangers is not always motivating and is sometimes awkward [17].”
- Why we use and abandon smart devices (2015, background): “’s Fish’n’Steps, a virtual pet that responded to the number of steps taken by participants wearing commercially available pedometers [19].”
- Theory-driven design strategies for technologies that support behavior change in everyday life (2009, methodology): “Fish‘n’Steps Fish‘n’Steps [11] encourages users to take more steps each day.”
- Personal Visualization and Personal Visual Analytics (2015, background): “…at home (mostly non-mobile) [32] mobile Used on a mobile phone while on-the-go [31] shared Visualization of physical activities viewed by co-workers [60] public Visualization to promote energy conservation presented in a public space [41] mixed Combination of above, e.g., visualization of…”
- A stage-based model of personal informatics systems (2010, methodology): “There are research physical activity systems, such as Fish’n’Steps [15], Shakra [16], and UbiFit [3].”
- Personal tracking as lived informatics (2014, background): “In health research, consumer trackers are usually used, whereas evaluation in HCI is usually of a novel prototype (e.g. [13, 10]).”
- Use and Adoption Challenges of Wearable Activity Trackers (2015, background): “Some users reported that they enjoyed the competitive nature of the design (Maitland et al. 2006), whereas others found it to be discouraging and felt it was unnecessary (Lin et al., 2006; Toscos et al., 2008).”
- Healthcare in the Pocket: Mapping the Space of Mobile-Phone Health Interventions (2011, neutral): “This result contrasts with results in studies by Consolvo et al. [71] and Lin et al. [73], both of which found that, although liked by some users, competition hurt other participants' motivation.”
- Mind the theoretical gap: interpreting, using, and developing behavioral theory in HCI research (2013, background): “For example, many researchers both from behavioral science and HCI who utilize the transtheoretical model incorporate only the stages of change construct, leaving out other constructs such as the twelve processes of change or decisional balance ( e.g., [10,46]).”