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In the Game: Interactive Digital Media, Physical Activity, Health and Wellbeing
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In the Game: Interactive Digital Media, Physical Activity, Health and Wellbeing

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    In the Game: Interactive Digital Media, Physical Activity, Health and Wellbeing In the Game: Interactive Digital Media, Physical Activity, Health and Wellbeing Presentation Transcript

    • “In the Game”: InteractiveDigital Media, PhysicalActivity, Health and WellbeingSouthern California Clinical & Translational Science Institute, May 16th 2011 Dr Alasdair G Thin BSc, PhD Heriot-Watt University, Scotland
    • Translational Research• concern about lack of • need practical impact of traditional application of research research • require novel solutionsSTRATEGY 8: Expand the definition of media for mediated interventions to include new and emergingtechnologies such as global positioning systems, video gaming, and other technologies. Identify funding forresearch to develop evidence that supports or opposes the use of existing and emerging technologies forincreasing physical activity.TACTICS• Encourage technology companies, such as cellular phone manufacturers and service providers, globalpositioning systems manufacturers, and health-e games manufacturers, to research and develop productsand applications that promote and track physical activity.
    • Nature of the Problem... “Our public health problems are not, strictly speaking, public health questions at all. They are questions of individual lifestyle... They are the result of millions of individual decisions, at millions of points in time.” Tony Blair: Speech on Healthy Living, 2006.
    • Part of the Problem...www.flickr.com/photos/malingering www.flickr.com/photos/bignavijp
    • 21st Century Reality “Technologically Textured” Physical Digital
    • Historical Trends in Energy BalanceExciting EE < EI F ? O O D EE > EI EE > EI Bland Bland EXERCISE Exciting
    • Principles of Systems Biology • biological functionality is multilevel • transmission of information is not one way • DNA is not the sole transmitter of inheritance • the theory of biological relativity; there is no privileged level of causality(Noble, 2008) • gene ontology will fail without higher- level insight • there is no genetic program • there are no programs at any other level • there are no programs in the brain • the self is not an object • list is incomplete - a genuine ‘theory of biology’ does not yet exist(Noble, 2003)
    • Physical Activity ModulatesPattern of Gene Expression (Booth, 2002)
    • The Problem Hours per Week30 %50 %20 % Type of Activity
    • The Silent Majority?Group Proportion (%)Joyous Jocks ~ 30Dandering Dudes ~ 50Sedentary Sceptics ~ 20
    • Exercise is a Hard Sell !!! Quality Frog
    • Rewarding with Snacks? sean dreilinger djwhelan Wallabee + ↓ = Andrew_B blythe_d Martin LaBar Snack Extrinsic Reward Intrinsic Reward
    • Health Action Model DecisionCognitive Behavioral Affective Intention Normative System (Tones, 1987)
    • Science Fiction?
    • 21st Century Reality
    • Health Agencies Getting Interested? http://news.bbc.co.uk/1/hi/health/7262770.stmhttp://www.nytimes.com/2007/04/30/health/30exer.html
    • 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/
    • Can we learn from Games?
    • Resource Optimisation Game ≤ 24 chotda
    • Health Games - Treatment
    • Health Games - Prevention
    • Games as:“Cognitive-Emotional Integration Engines”? Storytelling a significant feature of human culture Meaning making is important in Health and Wellbeing (Narrative Medicine) Games could help in health and wellbeing “Meaning Making” process
    • The Magic Circle of Games antonioperezrio.es“...the consequences of the activity are negotiable” (Juul, 2005)
    • A Definition of Exergaming Exergaming is a beneficial exertion experience gained through the interfacing of physical activity and multimedia gaming.
    • Persuasive Technology Persuader Companion (mobile phone) Persistent Anonymous ? Data store and resources Multi-modalwww.onzo.co.uk Context-aware Timely messages Scaleable to population level www.clearstandards.com (IJsselsteijn, 2006)
    • Human Health Smart Meter? thecarrot.com
    • Leveraging Social NetworksPercolation Threshold 2D 4D 10D Connectivity (Galam, 2003)
    • People Like Playing Games... Collecting - (Friends, Followers etc.) Scoring Points - (Games, Views, Ratings, Sales) Receiving Feedback - (Ranking, Comments) Exchanging - (Game play, Physical or Virtual Items) Customising - (Avatar and Page Appearance, Interface)
    • Diet Web 2.0 Style
    • Exercise Web 2.0 Style
    • Digital Lifestyle Aggregation
    • Social Media and BehavioralChangePositives NegativesAffiliation PrivacyAccess Opinions & Experiences SecurityParticipationKhaled et al, (2006). Lect Notes Comput Sc, 3962, 104-107.Peer SupportGoal SettingSense of Responsibility
    • Energy Expenditure- (Calorie burn) http://www.physoc.org/custom2/publications/proceedings/archive/article.asp?ID=Proc%20Life%20SciencesPC438
    • Exergames are Not All Equal in EEEnergy Expenditure y enc 6+ METs equ Fr 3-6 METs 2-3 METs Muscle Mass
    • Potential Persuasive Features of Exergames 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
    • Gateway Effects of Exergaming• Negotiable • Challenge-Skill Balance Consequences • Motor Skill Development• Social Inclusion • Exercise Self-Efficacy• Loss of Self- • Energy Expenditure Conciousness• Enjoyment
    • Promoting PositiveHealth Behaviour Change Persuasive Message (“Exercise is Good for You!”) Perceived Future Reward Persuasive Interactive Experience Immediate Real Reward
    • Which had most impact on Guitar sales?Gibson Digital Guitar Guitar Hero $50M $1M
    • Which will have most impact on Sports/Exercise?2012 London Olympics Exergaming $860M <<<$860M
    • Ottawa Charter & EU White Paper• Building Healthy Public Policy• Create Supportive Environments• Strengthen Community Action• Develop Personal Skills• Re-orientating Health Services
    • Changing Approaches toPublic Health
    • Supportive “Virtual” Environments? Compared to Physical Environments: Readily developed Lower cost Scaleable to population level
    • Drivers Consumer Technology Expectations New Non-traditional forms of gaming New body movement sensors and controllers Increasing Mobile Functionality US Physical Activity Strategy - “Encourage...health e-games manufacturers...” Commercial Interest in Wellness
    • Maximising Opportunities Experience Creation Integrated Design Approach Informed Wellness Behaviour Perspective Seamless Data Capture (EMA) Social Media Linkage Cross-generational Game Play Scaleability, Perceived Value, Pricing & Affordability
    • www.wellnesshealthinnovation.org