Drawing Parallels between Web 2.0 and Games for Health

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    Drawing Parallels between Web 2.0 and Games for Health - Presentation Transcript

    1. Drawing Parallels Between Web 2.0 and Games for Health Biray Alsac, MS Fitness Technologist 5 th Annual Games For Health 2009 Boston, MA www.BeFitWithBiray.com “ Your Guide to Exercising the Web”
    2. Web 2.0 is much more user-generated, user-centric and interactive (instead of information-driven and passive)
    3. Broadband allows for more data exchange, increasing expectations of immediacy, real-time 24 / 7 Chat
    4. Open-source opportunities Promote building, remixing, sharing
    5. Wired-to-Wireless lets people be more mobile and less confined to specific spaces
    6. Community-Driven, Social Networking made easy (Conversations evolve around who you are, not always on what you say)
    7.  
    8. “ Sitting in front of the PC is taking its toll... I have begun to get a little heavier around the waist… I don't have the luxury of just getting out of the house/office. And being an introvert, I'm not enamored of the idea of exercising in full view of *shudder* people…"
    9. MISUNDERSTOOD IRRELEVANT OVERWHELMING
    10. ONLINE CULTURE REAL-TIME AUDIENCE
    11. ASSESSMENTS
    12. ACTIVITY Add Your Own
    13. TRACKING You can also track an activity you currently engage in and compare with other ‘friends’
    14. “ GAME”
    15. Motivational messages on Profile ‘wall’ when user reaches goals. FEEDBACK (Improve & Stay Motivated) BioFeedback Unlock Exercises Motivational Cues “Good Job” when player reaches certain levels
    16. SESSION OVER! Turn off the Wii-Fit (all data stored in console) Sign Off DailyBurn (all data is stored online) Email when you haven’t logged in for a week. iPhone App to pick up where you left off.
    17. Observations
      • Web 2.0 is accessible, therefore fitness professionals and health educators/promoters are already participating in this space.
      • Do games for health/exergames limit or enhance a professional’s role (beyond simply facilitating and/or encouraging game play)?
    18.  
    19. Observations
      • What does web 2.0 tell us about our health games?
      • What do games tell us about web 2.0?
      • How do we effectively marry these two cultures together (and go outside of providing a support community/forums for a game, push for mobile technologies)?
    20. Observations
      • Web 2.0/online culture tells health/fitness professionals and educators about a newer audience – ‘overfat-thin’ sedentary person (tech-savvy, digital native).
      • More research needed to try to understand this audiences’ motivations and needs when designing games? (Millennials/Gen Y, Gen Alpha)
    21. Observations
      • More interventions that incorporate the culture or analyze the impact of these tools
      • How do we quantify motivation or qualify health behavior change cross-platforms?
    22. Drawing Parallels Between Web 2.0 and Games for Health Biray Alsac, MS Fitness Technologist [email_address] Skype / Twitter: befitt 5 th Annual Games For Health 2009 Boston, MA www.BeFitWithBiray.com “ Your Guide to Exercising the Web”

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