Healthifying Exergames (CHI2014)
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Transcript of Healthifying Exergames (CHI2014)
WHAT IF…
You could become healthier by changing
ONLY your thoughts?
EXERGAME !
DEFN A video game that is also a form of exercise
Wikipedia
“HEALTHIFYING” EXERGAMES: IMPROVING HEALTH ���OUTCOMES THROUGH INTENTIONAL PRIMING
Frank Chen Abby C. King Eric B. Hekler
TAKEAWAY
It's the little details that are vital. Little things make big things happen.
John Wooden
HOW ARE EXERGAMES TYPICALLY PLAYED?!
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LIKE THIS?!
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Photo credit: examiner.com
LIKE THIS?!
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Photo credit: nintendo.com
MORE LIKE THIS?!
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Photo credit: nintendo.com
ACTUALLY PROBABLY LIKE THIS !
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Photo credit: 42green.com
DOES EXERGAME USE →!RECOMMENDED 150 MINS MVPA?!
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ACSM. 2008. Physical Activity Guidelines Photo credit: flickr.com/bass_nroll
EXERGAMES !
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Photo credit: flickr.com/dcmaster
EXERGAMES !
Most experiences are “gamifying”
Points, tokens, badges as feedback
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Baranowski, T., et al. 2008. Playing for real…
EXERGAMES !
Wii-fit Usage over three months decreased for eight families
No significant health change
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Owens, S. G., et al. 2011. Changes over three months…
EXERGAMES !
Exergames may be a gateway…
Either towards vigorous exercise or other games
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Schwanda, V., et al. 2011. Side effects and 'gateway' tools
PRIMING !
Priming is the visual, audio, or other sensory cues that provide a subtle shift in attitude, believes or behavior. Prior work has shown explicit intention has an impact on behavior and sustained engagement.
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PRIMING !
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Crum, A. J. & Langer, E. J. 2007. Mind - set matters Photo credit: istockphoto.com/asiseeit
PRIMING !
N = 84 hotel maids. 4 weeks. 66.6% no regular PA
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Crum, A. J. & Langer, E. J. 2007. Mind - set matters Photo credit: istockphoto.com/asiseeit
PRIMING !
N = 84 hotel maids. 4 weeks 66.6% no regular PA Improved BMI, body fat %, blood pressure No reported behavior change
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Crum, A. J. & Langer, E. J. 2007. Mind - set matters Photo credit: istockphoto.com/asiseeit
HYPOTHESES !
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Photo credit: flickr.com/shuGerhack
HYPOTHESES !
Exercise:
More intense; shorter ; decreased positive affect
Gaming: Less intense; longer; increased positive affect
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Dishman, R.K., et. al. 1985. The determinants of physical activity and exercise.
METHODS !
N = 44. Stanford students, staff, post-docs 70% reported regular exercise Measurements: RPE, EE, Duration, PA
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METHODS !
Used Dance Central
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FACTORS: PRIMING X FEEDBACK !
Priming “You’re exercising” “You’re playing”
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FACTORS: PRIMING X FEEDBACK !
Priming “You’re exercising” “You’re playing”
“Workout” mode
“Perform It” mode
Feedback
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FACTORS: FEEDBACK !
“Perform It” mode
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Photo credit: ign.com
FACTORS: FEEDBACK !
“Workout” mode
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Photo credit: ign.com
FACTORS: PRIMING !
(Default) “You’re playing”
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FACTORS: PRIMING !
“You’re exercising”
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DESIGN !
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Recruit “Kinect as Stress Reliever”
DESIGN !
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Recruit Pre-randomized
DESIGN !
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Recruit Pre-randomized Instrumented
DESIGN !
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Recruit Pre-randomized
Pre-Survey
Instrumented
DESIGN !
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Recruit Pre-randomized
Priming “Please play” “Please exercise”
Pre-Survey
Instrumented
DESIGN !
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Recruit Pre-randomized
Feedback “Perform” “Workout”
Priming “Please play” “Please exercise”
Pre-Survey
Instrumented
“Break it down”
DESIGN !
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Recruit Pre-randomized
Feedback “Perform” “Workout”
Priming “Please play” “Please exercise”
Pre-survey
Instrumented
“Break it down” Post-survey / interview
DESIGN !
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Recruit Pre-randomized
Feedback “Perform” “Workout”
Priming “Please play” “Please exercise”
Pre-survey
Instrumented
RESULTS !
People “exercised” about 25% longer in a single session
0
20
40
60
Game prime Exercise prime
Dura%o
n of Use (m
inutes) Gaming feedback
Exercise feedback
M = 39.3 ± 3.0 min < M = 49.2 ± 2.0 min 2014/4/29 @frankc 37
FACTORS: PRIMING X FEEDBACK !
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Priming “You’re exercising” “You’re playing”
“Workout” mode
“Perform It” mode
Feedback
FACTORS: PRIMING X FEEDBACK !
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+25% duraLon
Priming “You’re exercising” “You’re playing”
“Workout” mode
“Perform It” mode
Feedback
“TELL US ABOUT YOUR SESSION” !
“I played through many songs […] I really liked and had a lot of fun. I found myself becoming very competitive, more than I had imagined I would [because I do not play a lot of games]." <M, G×nH>
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“TELL US ABOUT YOUR SESSION” !
“This could be one of the things I do to train. What you see a lot on dance teams is it’s difficult to learn new routines due to lack of feedback on what I’m actually doing…” <F, E×nH>
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DUAL BENEFITS !
“I think this is a great game. I typically run and do strength training and burn about 360 calories at the gym per session. You could have used a different game… It’s still not as efficient as a workout at the gym.” <M, E×nH>
• Eight in exercise priming; three in gaming priming
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“GAMIFICATION” !HEALTH FEEDBACK IN EXERGAMES !
No participants mentioned health feedback as particularly insightful or motivating “I did not use the feedback […] I play sports. I don’t run or lift weights. Exercise is boring, rather than doing something monotonous I like to play games.” <F, E×H>
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ADDED BENEFIT !WITH PRIOR EXPERIENCE!
Excellent as learning cues “This could be one of the things I do to train. What you see a lot on dance teams it’s difficult to learn new routines due to the lack of feedback on what I’m actually doing.” <F, E×nH>
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RESULTS !
Exertion = 4.5 MET ~ MVPA We saw no significant effect on RPE, EE, or PA
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LIMITATIONS !
Single session
70.4% of our participants reported regular activity ���48.4% for the rest of the US
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CDC. 2011. Health, United States.
HEALTHIFICATION!
Gamification is not enough without embedding this activity deeply in the activity. Cannot be “bolted on” Healthifying = Emphasizing dual benefits of the activity so it's more engaging to the individual
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“HEALTHIFYING” EXERGAMES !
@frankc
Intentional priming emphasized the dual purpose of Dance Central Framed a strong game as exercise and increased duration of use by 25% Gamification might be too blunt of an instrument. Psychology offers a rich set of tools and principles that lead to long-term healthful impact.
@ehekler