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Physical activity motivating games: virtual rewards for real activity

Published: 10 April 2010 Publication History

Abstract

Contemporary lifestyle has become increasingly sedentary: little physical (sports, exercises) and much sedentary (TV, computers) activity. The nature of sedentary activity is self-reinforcing, such that increasing physical and decreasing sedentary activity is difficult. We present a novel approach aimed at combating this problem in the context of computer games. Rather than explicitly changing the amount of physical and sedentary activity a person sets out to perform, we propose a new game design that leverages user engagement to generate out of game motivation to perform physical activity while playing. In our design, players gain virtual game rewards in return for real physical activity performed. Here we present and evaluate an application of our design to the game Neverball. We adapted Neverball by reducing the time allocated to accomplish the game tasks and motivated players to perform physical activity by offering time based rewards. An empirical evaluation involving 180 participants shows that the participants performed more physical activity, decreased the amount of sedentary playing time, and did not report a decrease in perceived enjoyment of playing the activity motivating version of Neverball.

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  • (2024)Go-Go Biome: Evaluation of a Casual Game for Gut Health Engagement and ReflectionProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642742(1-20)Online publication date: 11-May-2024
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  • (2023)Increasing motivation in social exercise games: personalising gamification elements to player typeBehaviour & Information Technology10.1080/0144929X.2023.2255293(1-31)Online publication date: 13-Sep-2023
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cover image ACM Conferences
CHI '10: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
April 2010
2690 pages
ISBN:9781605589299
DOI:10.1145/1753326
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 10 April 2010

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Author Tags

  1. behavioural change
  2. game design
  3. motivation
  4. physical activity
  5. serious games
  6. user study.

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Cited By

View all
  • (2024)Go-Go Biome: Evaluation of a Casual Game for Gut Health Engagement and ReflectionProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642742(1-20)Online publication date: 11-May-2024
  • (2023)14 Years of Self-Tracking Technology for mHealth—Literature Review: Lessons Learned and the PAST SELF FrameworkACM Transactions on Computing for Healthcare10.1145/35926214:3(1-43)Online publication date: 8-Sep-2023
  • (2023)Increasing motivation in social exercise games: personalising gamification elements to player typeBehaviour & Information Technology10.1080/0144929X.2023.2255293(1-31)Online publication date: 13-Sep-2023
  • (2023)Towards understanding the mechanism through which reward and punishment motivate or demotivate behavioursBehaviour & Information Technology10.1080/0144929X.2023.219658243:6(1042-1066)Online publication date: 10-Apr-2023
  • (2023)Intervention Framework to Develop Steeling Effect through Interactive Gaming TechnologiesJournal of Technology in Behavioral Science10.1007/s41347-023-00309-28:2(167-177)Online publication date: 15-Mar-2023
  • (2023)Acceptance and use of virtual reality games: an extension of HMSAMVirtual Reality10.1007/s10055-023-00749-427:3(1585-1605)Online publication date: 31-Jan-2023
  • (2023)Sustainable Mobility: How to Gamify and Factors to Better SuccessSustainable, Innovative and Intelligent Societies and Cities10.1007/978-3-031-30514-6_6(115-134)Online publication date: 10-Jun-2023
  • (2022)12 Years of Self-tracking for Promoting Physical Activity from a User Diversity Perspective: Taking Stock & Thinking AheadAdjunct Proceedings of the 30th ACM Conference on User Modeling, Adaptation and Personalization10.1145/3511047.3538029(211-221)Online publication date: 4-Jul-2022
  • (2022)Visual Delegate Generalization Frame – Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual EnvironmentsProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3501885(1-20)Online publication date: 29-Apr-2022
  • (2022)Exploring the effectiveness of persuasive games for disease prevention and awareness and the impact of tailoring to the stages of changeHuman–Computer Interaction10.1080/07370024.2022.205785838:5-6(459-494)Online publication date: 8-Apr-2022
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