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Promoting Health and Fitness
through Exergames:
A Content Analysis of Wii Fit


                  Kristina Ticknor
                  Communications Consultant
                  Booz Allen Hamilton
                  ticknor_kristina@bah.com
Facts & Statistics
• Average 8-18-year-old plays over 1 hour of video
  games on a typical day
• 7 out of 10 kids have a TV in their bedroom
• 50% of kids have a video game console in room
• Average number of hours spent on online gaming
  has risen for the 3rd consecutive year
• „World of Warcraft‟ reached over 12 million players
  in 2010…
• …12.5 million kids in the U.S. are overweight
• Childhood obesity has more than tripled in the past
  30 years
Purpose
“The amount of time young people
spend with media has grown to
where it’s even more than a full-
time work week. When children
are spending this much time doing
anything, we need to understand
how it’s affecting them – for good
and bad.”
- Dr. Drew Altman, President and CEO of
       the Kaiser Family Foundation
Defining E-Health and Exergames
• E-health: the use of emerging interactive
  technologies to enable health improvement and
  health care services
• Benefits of e-health:
 ▫ Interactivity
 ▫ Online support groups
 ▫ Web 2.0 features
• Exergames: activity-promoting video games
  requiring physical movement of the entire body
Literature Review
• Energy expenditure of exergames and effects on
  physical activity and health outcomes in children
 ▫ Lanningham-Foster et al., 2006; Daley, 2009;
   Graf, Pratt, Hester, and Short, 2009; Baily and
   McInnis, 2011
• Self-efficacy and self-image with avatars
 ▫ Song et al., 2011
• Interactive games attract hard-to-reach
  populations of less healthy children
 ▫ Buller et al., 2009; Baily & McInnis, 2011
Background on Wii Fit
•   36% of kids own a Wii Fit, 69% have played
•   Schools and universities offering Wii classes
•   Wii Fit has energy expenditure + education
•   May 2010, the American Heart Association and
    Nintendo announce partnership
Method
• Wii Fit was played for two,
  one-hour sessions
• Every exercise was played
  once
• 4 fitness categories:
 ▫ yoga, strength training,
   aerobic activities, balance
   games
• Messages found in both text
  and narration were recorded
Analysis
• Readability
 ▫ Flesch Reading Ease: 87.2 (average 11-year-old)
 ▫ Flesch-Kincaid Grade Level: 2.7 (2-3rd grade)
• Grounded theory
 ▫ Constant comparative method of identifying
   new categories to be mutually exclusive and
   exhaustive
 ▫ Axial coding to compare and contrast the data
 ▫ Compared against Baranowski et al.‟s (2008)
   elements of health-related behavior change
Results
Theme                            Exemplar
Greetings and salutation         “Well… if it isn‟t Player 1! Nice to see
                                 you again!”
Health information-seeking       “Have you noticed how this pose gets
                                 harder to maintain over time?”
Activity and test results        “I used your test results and your actual
                                 age to calculate your Wii Fit Age.”
Safety reminders and warnings    “Clear the space around you and make
                                 sure you warm up before exercising.”
Encouragement and                “Great job! Well done.”
congratulations                  “Keep it up… you‟re doing great!”
Negative/critical feedback       “I know you can do better than that!
                                 Let‟s hit the gym together tomorrow.”
Game and activity instructions   “Keep the Wii remote in your pocket
                                 during the exercise.”
General health info and tips     “Brain-muscle communication fades
                                 with age, making it easy to lose footing.”
Baranowski’s Elements of
Health Behavior Change Games
1.    Story and story genre      5. Cinematics and cut
2.    Immersion                      scenes
3.    Fantasy                    6. Choose-your-own-
4.    Interactivity                  adventure
     1.   Navigation, time       7. Appeal to multiple age
     2.   personalized content       groups
     3.   delivery of message    8. Attention, depth and
     4.   data entry and use         breadth
     5.   entertainment          9. Retention
     6.   relationship           10. Intrinsic motivation
Additional Implications
• On-screen avatars corresponded
  with player‟s measured weight
  and BMI
• Calendar feature for goal setting
• Message tailoring based on:
 ▫ BMI, goal progress, length of
   game play, skill level,
   performance, date of last
   participation
Discussion
• Limitations
 ▫   Accessibility (digital divide)
 ▫   High time and cost requirements
 ▫   Sustainability of behavior change
 ▫   Evaluation of psychosocial effects
• Future research
 ▫ Microsoft‟s Xbox Kinect; Sony‟s Playstation 3
 ▫ Long-term effects on health, behavioral intention,
   self-efficacy, sustainability
Conclusion
“The message itself remains paramount; no
amount of technology is going to compensate for
an ill-conceived or ill-designed message. The
buck stops there… with the communicator.”
- Chamberlain, 1994, p. 2
Questions?
Kristina Ticknor
Communications Consultant
Booz Allen Hamilton
Email: klticknor@gmail.com
Twitter: @kticknor

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Promoting health and fitness through exergames

  • 1. Promoting Health and Fitness through Exergames: A Content Analysis of Wii Fit Kristina Ticknor Communications Consultant Booz Allen Hamilton ticknor_kristina@bah.com
  • 2. Facts & Statistics • Average 8-18-year-old plays over 1 hour of video games on a typical day • 7 out of 10 kids have a TV in their bedroom • 50% of kids have a video game console in room • Average number of hours spent on online gaming has risen for the 3rd consecutive year • „World of Warcraft‟ reached over 12 million players in 2010… • …12.5 million kids in the U.S. are overweight • Childhood obesity has more than tripled in the past 30 years
  • 3. Purpose “The amount of time young people spend with media has grown to where it’s even more than a full- time work week. When children are spending this much time doing anything, we need to understand how it’s affecting them – for good and bad.” - Dr. Drew Altman, President and CEO of the Kaiser Family Foundation
  • 4. Defining E-Health and Exergames • E-health: the use of emerging interactive technologies to enable health improvement and health care services • Benefits of e-health: ▫ Interactivity ▫ Online support groups ▫ Web 2.0 features • Exergames: activity-promoting video games requiring physical movement of the entire body
  • 5. Literature Review • Energy expenditure of exergames and effects on physical activity and health outcomes in children ▫ Lanningham-Foster et al., 2006; Daley, 2009; Graf, Pratt, Hester, and Short, 2009; Baily and McInnis, 2011 • Self-efficacy and self-image with avatars ▫ Song et al., 2011 • Interactive games attract hard-to-reach populations of less healthy children ▫ Buller et al., 2009; Baily & McInnis, 2011
  • 6. Background on Wii Fit • 36% of kids own a Wii Fit, 69% have played • Schools and universities offering Wii classes • Wii Fit has energy expenditure + education • May 2010, the American Heart Association and Nintendo announce partnership
  • 7. Method • Wii Fit was played for two, one-hour sessions • Every exercise was played once • 4 fitness categories: ▫ yoga, strength training, aerobic activities, balance games • Messages found in both text and narration were recorded
  • 8. Analysis • Readability ▫ Flesch Reading Ease: 87.2 (average 11-year-old) ▫ Flesch-Kincaid Grade Level: 2.7 (2-3rd grade) • Grounded theory ▫ Constant comparative method of identifying new categories to be mutually exclusive and exhaustive ▫ Axial coding to compare and contrast the data ▫ Compared against Baranowski et al.‟s (2008) elements of health-related behavior change
  • 9. Results Theme Exemplar Greetings and salutation “Well… if it isn‟t Player 1! Nice to see you again!” Health information-seeking “Have you noticed how this pose gets harder to maintain over time?” Activity and test results “I used your test results and your actual age to calculate your Wii Fit Age.” Safety reminders and warnings “Clear the space around you and make sure you warm up before exercising.” Encouragement and “Great job! Well done.” congratulations “Keep it up… you‟re doing great!” Negative/critical feedback “I know you can do better than that! Let‟s hit the gym together tomorrow.” Game and activity instructions “Keep the Wii remote in your pocket during the exercise.” General health info and tips “Brain-muscle communication fades with age, making it easy to lose footing.”
  • 10. Baranowski’s Elements of Health Behavior Change Games 1. Story and story genre 5. Cinematics and cut 2. Immersion scenes 3. Fantasy 6. Choose-your-own- 4. Interactivity adventure 1. Navigation, time 7. Appeal to multiple age 2. personalized content groups 3. delivery of message 8. Attention, depth and 4. data entry and use breadth 5. entertainment 9. Retention 6. relationship 10. Intrinsic motivation
  • 11. Additional Implications • On-screen avatars corresponded with player‟s measured weight and BMI • Calendar feature for goal setting • Message tailoring based on: ▫ BMI, goal progress, length of game play, skill level, performance, date of last participation
  • 12. Discussion • Limitations ▫ Accessibility (digital divide) ▫ High time and cost requirements ▫ Sustainability of behavior change ▫ Evaluation of psychosocial effects • Future research ▫ Microsoft‟s Xbox Kinect; Sony‟s Playstation 3 ▫ Long-term effects on health, behavioral intention, self-efficacy, sustainability
  • 13. Conclusion “The message itself remains paramount; no amount of technology is going to compensate for an ill-conceived or ill-designed message. The buck stops there… with the communicator.” - Chamberlain, 1994, p. 2
  • 14. Questions? Kristina Ticknor Communications Consultant Booz Allen Hamilton Email: klticknor@gmail.com Twitter: @kticknor