Presentation

This workshop focuses on the use of pervasive healthcare, ubiquitous games and gamification to support behavior change and wellbeing. Gamification has recently become a widely applied tool for improving health behaviors such as a physically active lifestyle. The workshop aims to be the premiere venue that brings together researchers and practitioners across the disciplines of Pervasive healthcare, Systems and sensing, Ubiquitous Computing and HCI to elaborate ways in which current state of the art in gaming can be reshaped to persuade healthy behaviors and wellbeing.

Tentative schedule


8:50 – 9:00 Welcome from the chairs: Michela Ferron and Paolo Massa

9:00 – 10:00 Keynote speaker: David Tacconi, Startupper, Founder and CEO at CoRehab.

10:00 – 10:30 Coffee Break

10:30 – 12:00 Session 1: Human aspects (Session chair: Nadia Berthouze)

      10:20-10:40 Rosa Maimone, Ivan Zavala, Eduardo Quintana, Oscar Mayora, Jesus Favela, and Monica Tentori. iFlit: an ambient display to induce cognitive dissonance and behavior change

      10:40-11:00 Karina Caro, Franceli L. Cibrian, Lizbeth Escobedo, Cristina Ramirez, Ana I. Martinez-Garcia and Monica Tentori. Froggy Bobby: An Exergame for Children with Motor Skills Problems

      11:00-11:20 Silvia Gabrielli, Rosa Maimone, Giancarlo Bo, Lucia Pannese and Marco Pompa.Designing Meaningful Game Experiences for Rehabilitation and Sustainable Mobility Settings

      11:20-11:40 Yongqiang Lyu, Yongqiang Qin, Xin Tong, Tianshu Yang, Yongqiang Qin and Yuanchun Shi. User Experience Evaluation based on Mental Effort Measurement with PPG

      11:40-12:00 Markus Christen, Florian Faller and Ulrich Götz. Serious Moral Games in Bioethics

12:00 – 13:00 Lunch

13:00 – 14:30 Session 2: Architecture, recognition and sensing (Session chair: Monica Tentori)

      13:00-13:20 Min Aung, Aneesha Singh, Soo Ling Lim, Amanda Williams, Paul Watson and Nadia Bianchi-Berthouze. Automatic Recognition of Protective Behavior in Chronic Pain Rehabilitation

      13:20-13:40 Michele Bianchi. Design of a ubiquitous physical activity fuelled RPG

      13:40-14:00 Charles Callaway and Oliviero Stock. DRAMATRIC: Inducing Museum Conversation in Groups via Coordinated Narrative Variations

      14:00-14:20 Tiago Gomes, Tiago Abade, Michael Harrison, José Luís Silva and José Creissac Campos. Developing Serious Games With The APEX Framework

      14:20-14:30 Clustering ideas

14:30 – 15:00 Coffee Break

15:00 – 17:30 Discussion

17:30 – 18:00 Closing remarks

List of accepted papers



1. Silvia Gabrielli, Rosa Maimone, Giancarlo Bo, Lucia Pannese and Marco Pompa. Designing Meaningful Game Experiences for Rehabilitation and Sustainable Mobility Settings

2. Yongqiang Lyu, Xin Tong, Xiaomin Luo, Chun Yu, Tianshu Yang, Yongqiang Qin and Yuanchun Shi. User Experience Evaluation based on Mental Effort Measurement with PPG

3. Charles Callaway and Oliviero Stock. DRAMATRIC: Inducing Museum Conversation in Groups via Coordinated Narrative Variations

4. Markus Christen, Florian Faller and Ulrich Götz. Serious Moral Games in Bioethics

5. Karina Caro, Franceli L. Cibrian, Lizbeth Escobedo, Cristina Ramirez, Ana I. Martinez-Garcia and Monica Tentori. Froggy Bobby: An Exergame for Children with Motor Skills Problems

6. Tiago Gomes, Tiago Abade, Michael Harrison, José Luís Silva and José Creissac Campos. Developing Serious Games With The APEX Framework

7. Min Aung, Aneesha Singh, Soo Ling Lim, Amanda Williams, Paul Watson and Nadia Bianchi-Berthouze. Automatic Recognition of Protective Behaviour in Chronic Pain Rehabilitation

8. Rosa Maimone, Ivan Zavala, Eduardo Quintana, Oscar Mayora, Jesus Favela, and Monica Tentori. iFlit: an ambient display to induce cognitive dissonance and behavior change

9. Michele Bianchi. Design of a ubiquitous physical activity fuelled RPG


Download the agenda here


Download workshop proceedings: here