ExerGames – Who, Why, When & What?, Major Moves 2008

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    ExerGames – Who, Why, When & What?, Major Moves 2008 - Presentation Transcript

    1. ExerGames – Who, Why, When & What? Major Moves Conference Sept 23, 2008 @Leisure Industry Week, NEC Birmingham, UK Dr Alasdair G Thin, BSc, PhD Active Video Game Researcher a.g.thin@thin.me.uk www.gamersizescience.org
    2. Who is Setting the Agenda?? personalized health program fun incentive physical challenges also features trivia games, hints and tips learn everything you need to know about proper nutrition and working out http://www.touchgenerations.com http://myhealthcoach.uk.ubi.com/
    3. For the Record... “Thin said videogames, which require active participation could also be viewed as a stepping stone towards exercise for overweight and underactive children.” Reuters 13/07/2008 http://uk.reuters.com/article/domesticNews/idUKL1217308420070713
    4. Overview Social Phenomenon Persuasive Features Energy Expenditure Practical Applications Looking to the Future
    5. Odd One Out? http://foragers.wikidot.com/sexual-division-of-labor http://www.pecad.fas.usda.gov/highlights/2008/05/IndiaRapeseed/ http://www.flickr.com/photos/estherase/137338651/sizes/m/ http://www.eyetoy.com/index.asp?pageID=21
    6. Alasdair G Thin - Credentials BSc Physiology & Sports Science PhD Clinical Exercise Physiology PG Cert. Information Technology Applied to Tourism, Leisure & Sport PG Cert. Academic Practice Various Coaching & Instructing Qualifications Worked in Public Health/Health Promotion
    7. New Ways of Doing Things e e Dr Alasdair G Thin e School o f Life Science Heriot-Watt University Edinburgh EH14 4AS e e
    8. Six Million Dollar Man “We can rebuild him — we have the technology…\" http://www.imdb.com/title/tt0071054/
    9. We Have the Technology…
    10. Persuasive Technology Reduction Suggestion Tunnelling Self-monitoring Customisation/ Surveillance Tailoring Conditioning Fogg (2003), Persuasive Technology: Using Computers to Change What We Think and Do
    11. Persuasive Active Video Games? Degree of authority Positive experience Develops skills Positive feedback Exercise more Praises the player accessible Progress chart General exercise tips Reflects the player Helpful suggestions Rewards progress Monitors usage Tailors exercise Negative feedback Visually attractive
    12. Why?
    13. Who? Video Games Industry Size 2008 >£10,000 Million http://www.nytimes.com/2007/04/30/health/30exer.html http://www.time.com/time/magazine/article/0,9171,1661688,00.html http://news.bbc.co.uk/1/hi/health/7262770.stm
    14. Animation World Magazine - The Wii Workout: Getting Healthy Through Gameplay March 31, 2008 by Janet Hetherington Wii Fit looking to ignite `exer-gaming' revolution US National Public Radio - Gaming Your Way to Fitness May 16, 2008 DAPHNE GORDON LIVING REPORTER May 15, 2008 by Allison Aubrey Couch potato no more. Wii Fit, the hotly anticipated exer-game, hits North American stores next week. US News & World Report - The Power of Wii: Getting in If the success of Wii Fit in other countries is any indication, the fitness video game could soon Shape with Video Games transform sedentary soccer moms across the nation into virtual soccer Deanna, father Michael, Kyle, 9, and Kelsey, 13, watch. TORONTO STAR The Argue family tries out the new Wii Fit game. Shea, 10, performs while mother players. In Japan, where May 16, 2008 by Katherine Hobson Wii Fit has been out for five months, more than 2 million units have been sold. The game is packaged with a motion-sensitive balance board, similar in appearance to a bathroom scale, and has a built-in trainer who leads users Toronto Star - Wii Fit looking to ignite `exer-gaming' through balance, strength and flexibility exercise. It costs $89 and includes 40 activities, including soccer, yoga, slalom skiing, hula hoop and aerobics. revolution Based on feedback from the balance board, the game tracks weight and Body Mass Index over time, and assigns a \"Wii age\" – the fitness age of your body. \"I was 56 the first time I tried it,\" said Deanna Argue, a 39-year-old Brooklin, May 16, 2008 by Daphne Gordon Ont., mom who previewed the game this week. \"Not so good! When we created our Miis, mine went `blub.'\" laughed Argue, referring to the popular Wii feature that allows users to create personal avatars in the Wii world. Inst. Engineering & Technology Magazine - Let the http://www.thestar.com/printArticle/425836 Page 1 of 2 games begin “... A networked sporting competition would be accessible to anyone with a console and an Internet connection.” August 5, 2008 by Rebecca Mileham
    15. When? 1998-
    16. What?
    17. How? “You are the controller…”
    18. Where?
    19. Energy Expenditure Data Overall game difficulty Game level Skill of player Postural balance Hand-Eye coordination Limit to arm waving
    20. Laboratory Measurements
    21. Selected Energy Expenditures Rest Walking 2.0 mph Walking 3.4 mph Aerobics (low intensity) Running 12 min/mile Running 10 min/mile Running 8 min/mile 0 3 6 9 12 15 Metabolic Equivalents (METs)
    22. Stating the Obvious 35 10 * * 28 * * 8 * VO2 (ml/kg/min) 21 6 METs 14 4 7 2 0 0 Baseline 1-3 4-6 7-9 10-12 13-15 Time (minutes) Control EyeToy * = p<0.05
    23. Comparative Analysis
    24. Comparative Analysis
    25. Comparative Analysis
    26. Comparative Analysis
    27. Comparative Analysis
    28. Comparative Analysis
    29. Active Video Game Design Maximise Muscle Mass Rapid Movement Spatial rather than Temporal Accuracy Minimise Negative Scoring
    30. Practical Applications Get comfortable Improve confidence Try new activities Stepping stone HR monitoring Time active Intensity (may over estimate!) Go with initial curiosity Coach if necessary Progress to structured activity
    31. Networked Active Video Games http://www.24-7pressrelease.com/press-release/exergaming-goes-online-with-us-vs-uk-gamercize-tournament-56186.php
    32. Mobile Active eGames http://virtual.vtt.fi/virtual/exergame/
    33. Warning
    34. Paradigm Shift Persuasive Message (“Exercise is Good for You!”) Perceived Reward Persuasive Interactive Experience Real Reward
    35. Acknowledgements Gemma Ryde Nicola Poole Darren Leung Annemarie Crozier Thomas Scott School of Life Sciences, Heriot-Watt University Dale Howey Carnegie Trust for the Lorna Murdoch Universities of Scotland Antonia Sidgwick Physiological Society of Danny McEachen Great Britain & Ireland
    36. Contact Available for Research, Consulting and Speaking Engagements Dr Alasdair G Thin, BSc, PhD Active Video Game Researcher a.g.thin@thin.me.uk www.gamersizescience.org

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