Symposium: Social and Psychological Factors Associated with ExerGaming Play

  • 1,303 views
Uploaded on

Overview of Symposium "Social and Psychological Factors Associated with ExerGaming Play" presented at Games for Health Conference 2009

Overview of Symposium "Social and Psychological Factors Associated with ExerGaming Play" presented at Games for Health Conference 2009

  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Be the first to comment
No Downloads

Views

Total Views
1,303
On Slideshare
0
From Embeds
0
Number of Embeds
0

Actions

Shares
Downloads
0
Comments
0
Likes
2

Embeds 0

No embeds

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
    No notes for slide

Transcript

  • 1. Social and Psychological Factors Associated with ExerGaming Play Dr Alasdair G Thin Lisa Hansen Monique Simons Judy Shasek Dr Ann Maloney
  • 2. “We hold these truths to be self- evident...” ExerGaming = Exercise + (Video) Gaming
  • 3. Historical Symposium #g4h09sym
  • 4. Symposium Overview • Part 1 • “In the Zone” - Flow Experience, Enjoyment and Mood after ExerGame Play - Dr Alasdair G Thin • Social Experiences in Group-based ExerGaming - Lisa Hansen • Social and Psychological Correlates of Purchasing and Playing Behavior of both Sedentary and Active Video Games - Monique Simons • Part 2 • Perceptual Motor Skills Development and Psychological Benefits of FootGaming - Judy Shasek • Lessons from ExerGaming Research in Youth Settings - Dr Ann Maloney • Questions & Answers / Discussion #g4h09sym
  • 5. Interactive Forum www.gamersizescience.org #g4h09sym
  • 6. What is so Special about ExerGaming? Novelty Stepping Stone Contemplation Preparation Exer- Gaming wwarby Maintenance Action Pathway Becksta1 Calorie Burn Gateway immarkcz shorty539 starrynight1
  • 7. Game-based Paradigm Shift Persuasive Message (“Exercise is Good for You!”) Perceived Future Reward Persuasive Interactive Experience Immediate Real Reward #g4h09sym
  • 8. Focus on ExerGaming Outcomes • Liberty • Fraternity • Fun • Belonging • Enjoyable • Relatedness • Engaging-Experience • Socialization • Cooperation • Equality • Meaningful Challenge / Competition a.k.a. “The People’s Republic of ExerGaming”
  • 9. “In the Zone” - Flow Experience, Enjoyment and Mood after ExerGame Play - Dr Alasdair G Thin • Exercise is a Hard Sell !! • Persuasive Interactive Experience • Flow Concept - “In the Zone” • Subjects played 6 ExerGames in a randomized order • Enjoyment rating related to game play mechanic? • Several ExerGames (and conventional Bike exercise) resulted in an increase in Tension mood rating • Flow State Experience whilst ExerGaming resulted in 2 subscales scoring higher compared to conventional physical activity • Proposed ExerGaming Paradox
  • 10. Social Experiences in Group-based ExerGaming Lisa Hansen • Opportunity for social engagement, Enjoyment is a primary experience • When allocated partners children still interact positively • Discussions involve strategies, assistance and competition • Social engagement helps encourage Flow experiences and a persistence to play • Children prefer to learn independently from exploring the game or from another peer • Careful implementation is essential to foster positive social experiences (i.e. reduce frustration, disappointment and anxiety) • What are the implications for ExerGame design? • What are the implications for ExerGame interventions?
  • 11. Social and Psychological Correlates of Purchasing and Playing Behavior of both Sedentary and Active Video Games - Monique Simons • Exergames: an effective way to prevent overweight and obesity in a family setting? • Correlates of purchasing and playing video games • Differences between exergaming and inactive gaming? • Qualitative research: focus group • Children aged 8 through 12 years old • Correlates: motivational aspects, social aspects, interface, physical activity, parenting style • Implications for survey into predictors of purchasing and playing exergames and inactive video games • Implication for exergaming intervention?
  • 12. Perceptual Motor Skills Development and Psychological Benefits of FootGaming - Judy Shasek • FootPOWR peripheral is a pad comprising of a series of foot operated switches that can be used as an input controller • Being actively engaged, while standing, balancing and interacting with computer software places a wide range of cognitive demands on the player. • Video games plus physically active input can result in students better prepared to learn • FootPOWR allows students to interact with games that are proven to reduce stress and anger and improve mood • FootGaming is easily added to the learning environment at the time and place it’s needed • Students develop a sense of empowerment toward learning when they realize that they can give their brain what it needs to be more productive • Research has linked active rhythmic play with increased language discrimination and development, math ability, improved school grades, better-adjusted social behavior, and improvements in quot;spatial-temporal reasoning,quot; - a cornerstone for problem solving
  • 13. Social Context Matters in Exergaming Research -- Successes and Challenges Dr Ann Maloney • Study your context, since school and home have rulemakers with different agendas • Data talks: protect your best endpoint and find objective measures (beg, borrow, steal actigraphs if consultant says so) • Families really want to please you, schools really want free stuff, nail motivation • Encouragement and competition are obvious, but also find out barriers and downsides
  • 14. Q&A / Discussion www.gamersizescience.org #g4h09sym