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Page 1: Healthifying Exergames (CHI2014)

WHAT IF…

You could become healthier by changing

ONLY your thoughts?

Page 2: Healthifying Exergames (CHI2014)

EXERGAME !

DEFN A video game that is also a form of exercise

Wikipedia

Page 3: Healthifying Exergames (CHI2014)

“HEALTHIFYING” EXERGAMES: IMPROVING HEALTH ���OUTCOMES THROUGH INTENTIONAL PRIMING

Frank Chen Abby C. King Eric B. Hekler

Page 4: Healthifying Exergames (CHI2014)

TAKEAWAY

It's the little details that are vital. Little things make big things happen.

John Wooden

Page 5: Healthifying Exergames (CHI2014)

HOW ARE EXERGAMES TYPICALLY PLAYED?!

2014/4/29   @frankc   5  

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LIKE THIS?!

2014/4/29   @frankc   6  

Photo  credit:  examiner.com  

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LIKE THIS?!

           

2014/4/29   @frankc   7  

Photo  credit:  nintendo.com  

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MORE LIKE THIS?!

2014/4/29   @frankc   8  

Photo  credit:  nintendo.com  

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ACTUALLY PROBABLY LIKE THIS !

2014/4/29   @frankc   9  

Photo  credit:  42green.com  

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DOES EXERGAME USE →!RECOMMENDED 150 MINS MVPA?!

2014/4/29   @frankc   10  

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

Page 11: Healthifying Exergames (CHI2014)

EXERGAMES !

2014/4/29   @frankc   11  

Photo  credit:  flickr.com/dcmaster  

Page 12: Healthifying Exergames (CHI2014)

EXERGAMES !

Most experiences are “gamifying”

Points, tokens, badges as feedback

2014/4/29   @frankc   12  

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

Page 13: Healthifying Exergames (CHI2014)

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…

Page 14: Healthifying Exergames (CHI2014)

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

Page 15: Healthifying Exergames (CHI2014)

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  

Page 16: Healthifying Exergames (CHI2014)

PRIMING !

2014/4/29   @frankc   16  

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

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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  

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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  

Page 19: Healthifying Exergames (CHI2014)

HYPOTHESES !

2014/4/29   @frankc   19  

Photo  credit:  flickr.com/shuGerhack  

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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.

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METHODS !

N = 44. Stanford students, staff, post-docs 70% reported regular exercise Measurements: RPE, EE, Duration, PA

2014/4/29   @frankc   21  

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METHODS !

Used Dance Central

2014/4/29   @frankc   22  

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FACTORS: PRIMING X FEEDBACK !

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

2014/4/29   @frankc   23  

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FACTORS: PRIMING X FEEDBACK !

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

“Workout” mode

“Perform It” mode

Feedback  

2014/4/29   @frankc   24  

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FACTORS: FEEDBACK !

“Perform It” mode

2014/4/29   @frankc   25  

Photo  credit:  ign.com  

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FACTORS: FEEDBACK !

“Workout” mode

2014/4/29   @frankc   26  

Photo  credit:  ign.com  

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FACTORS: PRIMING !

(Default) “You’re playing”

2014/4/29   @frankc   27  

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FACTORS: PRIMING !

“You’re exercising”

2014/4/29   @frankc   28  

Page 29: Healthifying Exergames (CHI2014)

DESIGN !

2014/4/29   @frankc   29  

Recruit “Kinect as Stress Reliever”

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DESIGN !

2014/4/29   @frankc   30  

Recruit Pre-randomized

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DESIGN !

2014/4/29   @frankc   31  

Recruit Pre-randomized Instrumented

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DESIGN !

2014/4/29   @frankc   32  

Recruit Pre-randomized

Pre-Survey

Instrumented

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DESIGN !

2014/4/29   @frankc   33  

Recruit Pre-randomized

Priming “Please play” “Please exercise”

Pre-Survey

Instrumented

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DESIGN !

2014/4/29   @frankc   34  

Recruit Pre-randomized

Feedback “Perform” “Workout”

Priming “Please play” “Please exercise”

Pre-Survey

Instrumented

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“Break it down”

DESIGN !

2014/4/29   @frankc   35  

Recruit Pre-randomized

Feedback “Perform” “Workout”

Priming “Please play” “Please exercise”

Pre-survey

Instrumented

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“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

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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  

Page 38: Healthifying Exergames (CHI2014)

FACTORS: PRIMING X FEEDBACK !

2014/4/29   @frankc   38  

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

“Workout” mode

“Perform It” mode

Feedback  

Page 39: Healthifying Exergames (CHI2014)

FACTORS: PRIMING X FEEDBACK !

2014/4/29   @frankc   39  

+25%  duraLon  

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

“Workout” mode

“Perform It” mode

Feedback  

Page 40: Healthifying Exergames (CHI2014)

“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  

Page 41: Healthifying Exergames (CHI2014)

“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  

Page 42: Healthifying Exergames (CHI2014)

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  

Page 43: Healthifying Exergames (CHI2014)

“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  

Page 44: Healthifying Exergames (CHI2014)

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  

Page 45: Healthifying Exergames (CHI2014)

RESULTS !

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

2014/4/29   @frankc   45  

Page 46: Healthifying Exergames (CHI2014)

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.

Page 47: Healthifying Exergames (CHI2014)

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  

Page 48: Healthifying Exergames (CHI2014)

“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


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