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“In the Game”: Interactive
Digital Media, Physical
Activity, Health and Wellbeing
Southern 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 solutions




STRATEGY 8: Expand the definition of media for mediated interventions to include new and emerging
technologies such as global positioning systems, video gaming, and other technologies. Identify funding for
research to develop evidence that supports or opposes the use of existing and emerging technologies for
increasing physical activity.
TACTICS
• Encourage technology companies, such as cellular phone manufacturers and service providers, global
positioning systems manufacturers, and health-e games manufacturers, to research and develop products
and 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 Balance
Exciting    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 Modulates
Pattern of Gene Expression




          (Booth, 2002)
The Problem
            Hours per Week



30 %


50 %


20 %

            Type of Activity
The Silent Majority?

Group                Proportion (%)


Joyous Jocks              ~ 30

Dandering Dudes           ~ 50

Sedentary 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

                 Decision



Cognitive        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.stm

http://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-modal
www.onzo.co.uk
                                          Context-aware
                                          Timely messages
                                          Scaleable to population level




                 www.clearstandards.com                       (IJsselsteijn, 2006)
Human Health Smart Meter?




                      thecarrot.com
Leveraging Social Networks
Percolation 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 Behavioral
Change
Positives                                                    Negatives
Affiliation                                                   Privacy
Access Opinions & Experiences                                 Security
Participation
Khaled et al, (2006). Lect Notes Comput Sc, 3962, 104-107.


Peer Support
Goal Setting
Sense 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 EE
Energy 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 Positive
Health 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 to
Public 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

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

  • 1. “In the Game”: Interactive Digital Media, Physical Activity, Health and Wellbeing Southern California Clinical & Translational Science Institute, May 16th 2011 Dr Alasdair G Thin BSc, PhD Heriot-Watt University, Scotland
  • 2. Translational Research • concern about lack of • need practical impact of traditional application of research research • require novel solutions STRATEGY 8: Expand the definition of media for mediated interventions to include new and emerging technologies such as global positioning systems, video gaming, and other technologies. Identify funding for research to develop evidence that supports or opposes the use of existing and emerging technologies for increasing physical activity. TACTICS • Encourage technology companies, such as cellular phone manufacturers and service providers, global positioning systems manufacturers, and health-e games manufacturers, to research and develop products and applications that promote and track physical activity.
  • 3. 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.
  • 4. Part of the Problem... www.flickr.com/photos/malingering www.flickr.com/photos/bignavijp
  • 5. 21st Century Reality “Technologically Textured” Physical Digital
  • 6. Historical Trends in Energy Balance Exciting EE < EI F ? O O D EE > EI EE > EI Bland Bland EXERCISE Exciting
  • 7. 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)
  • 8. Physical Activity Modulates Pattern of Gene Expression (Booth, 2002)
  • 9. The Problem Hours per Week 30 % 50 % 20 % Type of Activity
  • 10. The Silent Majority? Group Proportion (%) Joyous Jocks ~ 30 Dandering Dudes ~ 50 Sedentary Sceptics ~ 20
  • 11. Exercise is a Hard Sell !!! Quality Frog
  • 12. Rewarding with Snacks? sean dreilinger djwhelan Wallabee + ↓ = Andrew_B blythe_d Martin LaBar Snack Extrinsic Reward Intrinsic Reward
  • 13.
  • 14. Health Action Model Decision Cognitive Behavioral Affective Intention Normative System (Tones, 1987)
  • 17. Health Agencies Getting Interested? http://news.bbc.co.uk/1/hi/health/7262770.stm http://www.nytimes.com/2007/04/30/health/30exer.html
  • 18. 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/
  • 19. Can we learn from Games?
  • 20. Resource Optimisation Game ≤ 24 chotda
  • 21. Health Games - Treatment
  • 22. Health Games - Prevention
  • 23. 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
  • 24. The Magic Circle of Games antonioperezrio.es “...the consequences of the activity are negotiable” (Juul, 2005)
  • 25. A Definition of Exergaming Exergaming is a 'beneficial' exertion experience gained through the interfacing of physical activity and multimedia gaming.
  • 26. Persuasive Technology Persuader Companion (mobile phone) Persistent Anonymous ? Data store and resources Multi-modal www.onzo.co.uk Context-aware Timely messages Scaleable to population level www.clearstandards.com (IJsselsteijn, 2006)
  • 27. Human Health Smart Meter? thecarrot.com
  • 28. Leveraging Social Networks Percolation Threshold 2D 4D 10D Connectivity (Galam, 2003)
  • 29. 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)
  • 30. Diet Web 2.0 Style
  • 33. Social Media and Behavioral Change Positives Negatives Affiliation Privacy Access Opinions & Experiences Security Participation Khaled et al, (2006). Lect Notes Comput Sc, 3962, 104-107. Peer Support Goal Setting Sense of Responsibility
  • 34. Energy Expenditure - (Calorie burn) http://www.physoc.org/custom2/publications/proceedings/archive/article.asp?ID=Proc%20Life%20SciencesPC438
  • 35. Exergames are Not All Equal in EE Energy Expenditure y enc 6+ METs equ Fr 3-6 METs 2-3 METs Muscle Mass
  • 36. 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
  • 37. Gateway Effects of Exergaming • Negotiable • Challenge-Skill Balance Consequences • Motor Skill Development • Social Inclusion • Exercise Self-Efficacy • Loss of Self- • Energy Expenditure Conciousness • Enjoyment
  • 38. Promoting Positive Health Behaviour Change Persuasive Message (“Exercise is Good for You!”) Perceived Future Reward Persuasive Interactive Experience Immediate Real Reward
  • 39. Which had most impact on Guitar sales? Gibson Digital Guitar Guitar Hero $50M $1M
  • 40. Which will have most impact on Sports/Exercise? 2012 London Olympics Exergaming $860M <<<$860M
  • 41. Ottawa Charter & EU White Paper • Building Healthy Public Policy • Create Supportive Environments • Strengthen Community Action • Develop Personal Skills • Re-orientating Health Services
  • 43. Supportive “Virtual” Environments? Compared to Physical Environments: Readily developed Lower cost Scaleable to population level
  • 44. 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
  • 45. 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