Symposium: Social and Psychological Factors Associated with ExerGaming Play

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

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Symposium: Social and Psychological Factors Associated with ExerGaming Play

  1. 1. Social and Psychological Factors Associated with ExerGaming Play Dr Alasdair G Thin Lisa Hansen Monique Simons Judy Shasek Dr Ann Maloney
  2. 2. “We hold these truths to be self- evident...” ExerGaming = Exercise + (Video) Gaming
  3. 3. Historical Symposium #g4h09sym
  4. 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. 5. Interactive Forum www.gamersizescience.org #g4h09sym
  6. 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. 7. Game-based Paradigm Shift Persuasive Message (“Exercise is Good for You!”) Perceived Future Reward Persuasive Interactive Experience Immediate Real Reward #g4h09sym
  8. 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. 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. 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. 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. 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. 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. 14. Q&A / Discussion www.gamersizescience.org #g4h09sym

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