Publication: Gemini Redux: Understanding Player Perception of Accumulated Context

A lack of activity and increased sedentary behavior provide serious health risks in the developed world. Replacing sedentary screen time like watching TV or playing traditional video games has been one proposed method to address this issue through technology. However, active screen time requires that players be in a specific place to exercise, and is therefore less appealing for anti-sedentary behavior measures which must occur regularly throughout the day regardless of the user's location. Linking activity to mobile devices is a more appealing method for combating sedentary behavior. A particularly appealing class of games in this category is the Pervasive Accumulated Context Exergame (PACE) which passively collects activity during the day, and rewards the participant in a later sedentary game. However, it is unclear how the in game rewards are mediated by play style and feedback. In this paper, we examine a highly sophisticated PACE game through a user study to understand how users perceive their activity.


Kevin Stanley Eishita Farjana
Eva Anderson Regan Mandryk
University of Saskatchewan


Stanley, K., Farjana, E., Anderson, E.E., Mandryk, R.L. 2014. Gemini Redux: Understanding Player Perception of Accumulated Context. In IEEE Games, Entertainment, and Media 2014, Toronto, Canada. 152-159.


@inproceedings {
author= {Kevin Stanley and Eishita Farjana and Eva Anderson and Regan Mandryk},
title= {Gemini Redux: Understanding Player Perception of Accumulated Context},
booktitle= {IEEE Games, Entertainment, and Media 2014},
year= {2014},
address= {Toronto, Canada},
pages= {152-159}