Our team's intervention aims to help teenaged video gamers have a physically active digital experience. By allowing for the capital and value of the games to translate into real life activities, we encourage the gamer to explore outside while advancing in their virtual game. We created different scenarios for events that are interest-based, rather than skill-based, allowing for anyone to participate.




This is the promotional short for our Live Gaming Concept - It has the potential to be built in to new and existing video game designs.




The slideshow above presents the first preliminary concept for an intervention planned around the Nintendo game Zelda. It allows for the user to gain experience points by walking. An accelerometer counts the number of steps that the user takes, and for each mile he/she walks, experience points are earned for the user's character.




The slideshow above presents the second intervention which involves the computer game Minecraft. In the game, the user mines for resources in order to build new items. Our concept allows for the gamer to mine for resources around their neighborhood. In the scenario, our user receives a notification that explains the location of the resources in the Chelsea neighborhood.



Key Sprite USB Drive



Treasure Chest


This project was designed along with David Thonis and Joseph Weissgold.

*Credit to Mine Craft and Nintendo for showing how our designs could be tailored to their products.