Healthifying Exergames (CHI2014)

Post on 02-Jul-2015

314 views 1 download

description

Exergames, video game systems that require exertion and interaction, have been rising in popularity in the past years. However, research on popular exergames shows mixed health benefits, potentially due to minimal energy expenditure and decreasing use over time. This paper presents a 2x2 experimental study (N = 44), using a popular exergame, where we vary the framing of intention (i.e., “Gameplay” or “Exercise”) and feedback (i.e., “Health” or “No health”) to explore their single and interactive impacts on perceived exertion, objectively measured energy expenditure, affect, and duration of usage in a single session. Our study showed that participants primed with exercise used the system significantly longer than those primed with game play (M = 49.2 ±2.0 min versus M = 39.3 ±2.0 min). We discuss our results and possible design implications based on our single-session experiment. We conclude with a discussion on the potential impact of focusing on “healthifying” exergames—highlighting an exergames’ dual purpose as both a game and exercise—as opposed to gamifying health behaviors. A presentation given by Frank Chen at CHI 2014. Co-Authors: Eric Hekler, Abby King. The paper accompanying this presentation can be found: http://j.mp/1og3kkY

transcript

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?!

2014/4/29   @frankc   5  

LIKE THIS?!

2014/4/29   @frankc   6  

Photo  credit:  examiner.com  

LIKE THIS?!

           

2014/4/29   @frankc   7  

Photo  credit:  nintendo.com  

MORE LIKE THIS?!

2014/4/29   @frankc   8  

Photo  credit:  nintendo.com  

ACTUALLY PROBABLY LIKE THIS !

2014/4/29   @frankc   9  

Photo  credit:  42green.com  

DOES EXERGAME USE →!RECOMMENDED 150 MINS MVPA?!

2014/4/29   @frankc   10  

ACSM. 2008. Physical Activity Guidelines Photo  credit:  flickr.com/bass_nroll  

EXERGAMES !

2014/4/29   @frankc   11  

Photo  credit:  flickr.com/dcmaster  

EXERGAMES !

Most experiences are “gamifying”

Points, tokens, badges as feedback

2014/4/29   @frankc   12  

Baranowski, T., et al. 2008. Playing for real…

EXERGAMES !

Wii-fit Usage over three months decreased for eight families

No significant health change

2014/4/29   @frankc   13  

Owens, S. G., et al. 2011. Changes over three months…

EXERGAMES !

Exergames may be a gateway…

Either towards vigorous exercise or other games

2014/4/29   @frankc   14  

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.

2014/4/29   @frankc   15  

PRIMING !

2014/4/29   @frankc   16  

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

2014/4/29   @frankc   17  

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

2014/4/29   @frankc   18  

Crum, A. J. & Langer, E. J. 2007. Mind - set matters Photo  credit:  istockphoto.com/asiseeit  

HYPOTHESES !

2014/4/29   @frankc   19  

Photo  credit:  flickr.com/shuGerhack  

HYPOTHESES !

Exercise:

More intense; shorter ; decreased positive affect

Gaming: Less intense; longer; increased positive affect

2014/4/29   @frankc   20  

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

2014/4/29   @frankc   21  

METHODS !

Used Dance Central

2014/4/29   @frankc   22  

FACTORS: PRIMING X FEEDBACK !

Priming “You’re exercising” “You’re playing”

2014/4/29   @frankc   23  

FACTORS: PRIMING X FEEDBACK !

Priming “You’re exercising” “You’re playing”

“Workout” mode

“Perform It” mode

Feedback  

2014/4/29   @frankc   24  

FACTORS: FEEDBACK !

“Perform It” mode

2014/4/29   @frankc   25  

Photo  credit:  ign.com  

FACTORS: FEEDBACK !

“Workout” mode

2014/4/29   @frankc   26  

Photo  credit:  ign.com  

FACTORS: PRIMING !

(Default) “You’re playing”

2014/4/29   @frankc   27  

FACTORS: PRIMING !

“You’re exercising”

2014/4/29   @frankc   28  

DESIGN !

2014/4/29   @frankc   29  

Recruit “Kinect as Stress Reliever”

DESIGN !

2014/4/29   @frankc   30  

Recruit Pre-randomized

DESIGN !

2014/4/29   @frankc   31  

Recruit Pre-randomized Instrumented

DESIGN !

2014/4/29   @frankc   32  

Recruit Pre-randomized

Pre-Survey

Instrumented

DESIGN !

2014/4/29   @frankc   33  

Recruit Pre-randomized

Priming “Please play” “Please exercise”

Pre-Survey

Instrumented

DESIGN !

2014/4/29   @frankc   34  

Recruit Pre-randomized

Feedback “Perform” “Workout”

Priming “Please play” “Please exercise”

Pre-Survey

Instrumented

“Break it down”

DESIGN !

2014/4/29   @frankc   35  

Recruit Pre-randomized

Feedback “Perform” “Workout”

Priming “Please play” “Please exercise”

Pre-survey

Instrumented

“Break it down” Post-survey / interview

DESIGN !

2014/4/29   @frankc   36  

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 !

2014/4/29   @frankc   38  

Priming “You’re exercising” “You’re playing”

“Workout” mode

“Perform It” mode

Feedback  

FACTORS: PRIMING X FEEDBACK !

2014/4/29   @frankc   39  

+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>

2014/4/29   @frankc   40  

“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>

2014/4/29   @frankc   41  

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

2014/4/29   @frankc   42  

“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>

2014/4/29   @frankc   43  

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>

2014/4/29   @frankc   44  

RESULTS !

Exertion = 4.5 MET ~ MVPA We saw no significant effect on RPE, EE, or PA

2014/4/29   @frankc   45  

LIMITATIONS !

Single session

70.4% of our participants reported regular activity ���48.4% for the rest of the US

2014/4/29   @frankc   46  

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

2014/4/29   @frankc   47  

“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