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Friday, April 16, 2010

CHI 2010: Motivating Players in Physical Activity Games

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:
  • 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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