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Paper ID:IJSREM67589

FitPlay: An Exercise-Gated Gaming System Using Real-Time Pose Detection for Behavioral Screen-Time Regulation

Stream/Area:

-

Subject:

-

Paper ID:

IJSREM67589

Volume:

10 |

9 |

Sep 2026

Pages:

1-8

Publication Frequency:

Monthly (12 issues per year)

DOI
Digital Object Identifier
Not assigned

License:International Journal of Scientific Research in Engineering and Management follows the Creative Commons Attribution 4.0 (CC BY 4.0) License, allowing free use and distribution with proper attribution.

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Authors

Calvin K J

Calvin K J

Computer Science and engineering

East west institute of technology

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Adithya Raj N

Adithya Raj N

Computer Science and engineering

East west institute of technology

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Aditya Mallikarjun

Aditya Mallikarjun

Computer Science and engineering

East west institute of technology

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Abhishek Yadav

Abhishek Yadav

Computer Science and engineering

East west institute of technology

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Mentors

PSMR

Prof. Sangeeta M R

Computer Science and engineering

East west institute of technology

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Abstract

Prolonged and uninterrupted digital entertainment can contribute to sedentary behavior among students and young adults. Conventional screen-time management systems generally address this problem by restricting access to applications after a predefined usage limit, without requiring an alternative physical activity. This paper presents FitPlay, an exercise-gated gaming system in which verified physical activity acts as a prerequisite for obtaining additional gaming time. FitPlay consists of two independently executing applications. A Python-based verification client captures webcam video and uses MediaPipe Pose landmark estimation to recognize squats, push-ups, jumping jacks, and in-place walking. Exercise-specific geometric features and finite-state logic are used to identify movement phases and count repetitions or accumulate verified activity duration. Following successful completion of an exercise target, the client writes a timestamped unlock record to a shared JSON session file using an atomic temporary-file-and-replacement operation. A Unity-based 2D platformer indepen-dently polls this file, validates the freshness of the unlock record, and controls game availability using engine-level pause and resume mechanisms. The game was developed specifically as the reward envi-ronment and incorporates a dual-input projectile combat sys-tem, physics-based falling-rock and spike-reveal hazards, and a projectile-triggered chain-reaction platform puzzle. The imple-mentation also addresses practical engineering challenges involv-ing cross-platform path resolution, concurrent file access, Unity collision handling, animation timing, and exercise state-machine transitions. Anti-circumvention mechanisms were developed to address stale unlock records, premature termination of the verification application, and expired game sessions. The resulting system demonstrates the feasibility of connecting consumer webcam-based exercise verification with a separately implemented game through a lightweight local inter-process com-munication mechanism. The current implementation is primarily a functional engineering prototype; quantitative recognition accu-racy, latency, and large-scale behavioral evaluation remain areas for future work.

KEYWORDS

pose estimation MediaPipe exercise recog-nition behavioral gating exergaming screen-time regulation Unity human-computer interaction

Cite This Article

Calvin K J, Adithya Raj N, Aditya Mallikarjun, Abhishek Yadav, Prof. Sangeeta M R, "FitPlay: An Exercise-Gated Gaming System Using Real-Time Pose Detection for Behavioral Screen-Time Regulation," International Journal of Scientific Research in Engineering and Management, vol. 10, no. 9, pp. 1-8, Sep 2026.

Full Article/Conclusion

This paper presented FitPlay, an exercise-gated gaming system that connects real-time webcam pose estimation with controlled access to an independently developed 2D plat-former. The system combines MediaPipe-based body landmark de-tection, exercise-specific geometric analysis, finite-state repe-tition recognition, atomically written session-state communi-cation, timestamp validation, and Unity-based pause/resume control. Four activity pathways were implemented: squats, push-ups, jumping jacks, and in-place walking. Unlike a conventional screen-time restriction mechanism, FitPlay makes verified physical activity part of the access condition for subsequent gameplay. The project also imple-ments an original game environment containing dual-input projectile combat, physics-based hazards, and a projectile-triggered chain-reaction platform puzzle. Development revealed practical challenges involving state-machine design, cross-platform path resolution, concurrent file access, Unity collision callbacks, animation pivots, and user-interface blocking. Resolving these issues resulted in a functional end-to-end prototype. The current results establish technical feasibility rather than clinical or behavioral effectiveness. Quantitative recognition accuracy, false-positive rates, latency measurements, and lon-gitudinal behavioral outcomes remain important areas for future evaluation.

References

[1]    U. Lyngs, K. Lukoff, P. Slovak, R. Binns, A. Slack, M. Inzlicht, M. V. Kleek, and N. Shadbolt, “Self-control in cyberspace: Applying dual systems theory to a review of digital self-control tools,” in Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019. [2]    A. Biedermann et al., “Digital self-control interventions for distracting media multitasking – a systematic review,” Journal of Computer Assisted Learning, vol. 37, no. 5, pp. 1217–1231, 2021. [3]    T. D. Street, S. J. Lacey, and R. R. Langdon, “Gaming your way to health: A systematic review of exergaming programs to increase health and exercise behaviors in adults,” Games for Health Journal, vol. 6, no. 3, 2017. [4]    J. C. Davis et al., “Exergaming for physical activity: A systematic review,” Journal of American College Health, vol. 72, no. 7, pp. 2090–2098, 2024. [5]    Google, “Mediapipe pose,” MediaPipe Solutions Documentation, 2023. [Online]. Available: https://developers.google.com/mediapipe [6]    V. Bazarevsky, I. Grishchenko, K. Raveendran, T. Zhu, F. Zhang, and M. Grundmann, “Blazepose: On-device real-time body pose tracking,” arXiv preprint arXiv:2006.10204, 2020. [Online]. Available: https://arxiv.org/abs/2006.10204 [7]    S. Chen and R. R. Yang, “Pose trainer: Correcting exercise posture using pose estimation,” arXiv preprint arXiv:2006.11718, 2020. [Online]. Available: https://arxiv.org/abs/2006.11718 [8]    Y. Zhao, K. G. Soh, H. A. Saad, C. Liu, and C. Ding, “Effects of active video games on physical activity among overweight and obese college students: A systematic review,” Frontiers in Public Health, vol. 12, 2024.

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Publication Date

9/30/2026

Peer Review Type

Double-Blind Peer Review

Review Rounds: 2

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