via Ashley @ CHI2010
physical activity motivating games: virtual rewards for real activity
Problem: too much sedentary activity, which is often addictive and self-reinforcing
Solution: incorporate physical activity into normally sedentary activity (new tech = “play mate”)
Literature:
Bodily game interfaces:
Dance dance revolution
Wii
Natal
Motivating factors:
Virtual rewards for real activity
Neverball – open source software. Navigate ball to end of maze in x amt of time
Active version:
Tested 9 – 12 year olds:
physical activity motivating games: virtual rewards for real activity
Problem: too much sedentary activity, which is often addictive and self-reinforcing
Solution: incorporate physical activity into normally sedentary activity (new tech = “play mate”)
Literature:
- Campbell, ngo, fogarty “game design principles in every fitness applications”
- Consolvo, everitt, smith, landay “design req for technologies that encourage physical activity”
- Fujiji, kazakos, puri, buddharaju, pavlidis, Levine: “NEAT-o games: blending physical activity and fun in the daily routine” ACM Computers and Ent 2008
Bodily game interfaces:
Dance dance revolution
Wii
Natal
Motivating factors:
Virtual rewards for real activity
Neverball – open source software. Navigate ball to end of maze in x amt of time
Active version:
- Virtual opponent and/or shortened level times
- Physical activity gains extra time
- 3d accelerometer on child’s body via wireless transmission
- Game can be paused
Tested 9 – 12 year olds:
- Shortened time to play = kids jumped much more
- Shortened time + playing against virtual opponent = increased physical activity
- Physical activity did not change kids’ opinion of enjoyment
- But they played it for longer and were more likely to purchase games / spend more money on game purchases
- Girls jumped more than boys – statistically significant difference
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