BIG-AOME: Designing Bodily Interaction Gamification towards Anti-sedentary Online Meeting Environments

Fuente: arXiv
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Autores principales: Jiang, Jiaqi, Li, Shanghao, Li, Xian, Xu, Yingxin, Zhao, Jian, An, Pengcheng
Formato: Preprint
Publicado: 2025
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author Jiang, Jiaqi
Li, Shanghao
Li, Xian
Xu, Yingxin
Zhao, Jian
An, Pengcheng
author_facet Jiang, Jiaqi
Li, Shanghao
Li, Xian
Xu, Yingxin
Zhao, Jian
An, Pengcheng
contents Online meetings have become an integral part of daily life, but prolonged screen time poses significant health risks. While various interventions address sedentary lifestyles, few focus on mitigating sedentary behavior during online meetings. Design opportunities in this context remain underexplored. This study investigates the design of gamified bodily interactions as anti-sedentary measures during online meetings using a research through design approach. In collaboration with 11 users, we co-designed and iterated three prototypes, resulting in the BIG-AOME (Bodily Interaction Gamification towards Anti-sedentary Online Meeting Environments) framework. User studies with 15 participants across three groups evaluated these prototypes through semi-structured interviews analyzed using Hsieh's qualitative content analysis. Findings show that gamified bodily interactions encourage physical movement while reducing awkwardness during online meetings. Participants valued the social engagement fostered by cooperative and competitive elements in these games, enhancing social dynamics while encouraging physical movement. Such games can also serve as online icebreakers or playful decision-making tools. This study offers a comprehensive analysis of design dimensions within the BIG-AOME framework, including body engagement, attention, bodily interplay, timeliness, and virtual/physical environments, highlighting the potential of anti-sedentary bodily interactions to mitigate sedentary behavior and enhance social connections in online meetings.
format Preprint
id arxiv_https___arxiv_org_abs_2502_11463
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle BIG-AOME: Designing Bodily Interaction Gamification towards Anti-sedentary Online Meeting Environments
Jiang, Jiaqi
Li, Shanghao
Li, Xian
Xu, Yingxin
Zhao, Jian
An, Pengcheng
Human-Computer Interaction
H.5.2; K.8.0
Online meetings have become an integral part of daily life, but prolonged screen time poses significant health risks. While various interventions address sedentary lifestyles, few focus on mitigating sedentary behavior during online meetings. Design opportunities in this context remain underexplored. This study investigates the design of gamified bodily interactions as anti-sedentary measures during online meetings using a research through design approach. In collaboration with 11 users, we co-designed and iterated three prototypes, resulting in the BIG-AOME (Bodily Interaction Gamification towards Anti-sedentary Online Meeting Environments) framework. User studies with 15 participants across three groups evaluated these prototypes through semi-structured interviews analyzed using Hsieh's qualitative content analysis. Findings show that gamified bodily interactions encourage physical movement while reducing awkwardness during online meetings. Participants valued the social engagement fostered by cooperative and competitive elements in these games, enhancing social dynamics while encouraging physical movement. Such games can also serve as online icebreakers or playful decision-making tools. This study offers a comprehensive analysis of design dimensions within the BIG-AOME framework, including body engagement, attention, bodily interplay, timeliness, and virtual/physical environments, highlighting the potential of anti-sedentary bodily interactions to mitigate sedentary behavior and enhance social connections in online meetings.
title BIG-AOME: Designing Bodily Interaction Gamification towards Anti-sedentary Online Meeting Environments
topic Human-Computer Interaction
H.5.2; K.8.0
url https://arxiv.org/abs/2502.11463