BIG-AOME: Designing Bodily Interaction Gamification towards Anti-sedentary Online Meeting Environments
Jiaqi Jiang, Shanghao Li, Xian Li, Yingxin Xu, Jian Zhao, Pengcheng An

TL;DR
This paper introduces the BIG-AOME framework, a gamified bodily interaction design to reduce sedentary behavior and enhance social engagement during online meetings, based on user-centered prototyping and evaluation.
Contribution
It presents a novel framework for anti-sedentary online meeting design using gamified bodily interactions, developed through collaborative prototyping and qualitative evaluation.
Findings
Gamified bodily interactions encourage physical movement.
Participants found these interactions reduce awkwardness and foster social engagement.
The framework highlights design dimensions like body engagement and virtual/physical environment.
Abstract
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…
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Taxonomy
TopicsEducational Games and Gamification · Impact of Technology on Adolescents
