2096_Fizzee_Overview by fjhuangjun


(Physical Electronic Energisers)
“Child obesity has
doubled in a decade.
Junk food and lack of
exercise have created a
public health time-bomb.”
The Guardian Newspaper (22 April 2006)

                                         Fizzees -
To encourage 8-12 year olds to be
more physically active and develop and
a greater understanding of the
constituent parts of a „healthy lifestyle‟

                          Fizzees -
what is it?
A wearable/mobile digital tool that
converts actual physical activity into
onscreen game character appearance

                        

                         Fizzees -
why this approach?
Incorporating physical activity into existing
lifestyles reflects research into patterns of
behaviour change

* play video games (immersive, empathetic,
* nurture virtual pets (Tamagotchi etc)
* compete, compare and share with peers
                                    Fizzees -
how it works
Activity levels are
monitored through a
heart rate monitor
and accelerometer,
which have an immediate
and direct impact on the
Fizzee displayed on a
wrist-worn device

                       Fizzees -
• Based on personal, accurate
health data, individually
calibrated for each player
• Dual sensors for greater
accuracy discounts stress or
excitement as signifiers of
• Based upon guidance from the UK
Chief Medical Officer on recommended
amounts of exercise for young people
• Developed with UoB‟s Department of
Exercise and Health Sciences

                            Fizzees -

a) Wrist device   b) Heart rate      c) Computer &
                    monitor            cradle

* support resource – further motivation
* social networking/community elements
* upload data, interrogate progress – day by day

                                  Fizzees -
research questions
• is a Fizzee a motivating device?
• does this „always on‟
representation encourage
more activity and/or improve
• what additional impact does the review
of one‟s avatar‟s „health‟ have?
• can young people see a link between
themselves, their health, and their
                            Fizzees -
other games
• Hip Hop Chess
• ARGs – e.g. World
  Without Oil
• Pervasive / Street /
  Participatory games – e.g. Comfort
  of Strangers, Earthball
• The Endless Forest, Second Life
social benefits of games?
• Which games, which needs and
  aspirations, which people?
• How do we involve users in the
  creation of such experiences?
• “Can we play by our own rules?”
• “How we play the game may be
  more important than we imagine, for
  it signifies nothing less than our way
  of being in the world”
  (George Leonard, The Ultimate Athlete)

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