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ExerGames – Who,
       Why, When & What?
Major Moves Conference
     Sept 23, 2008
@Leisure Industry Week,
 NEC Birmingham, UK
 Dr Alasdair G Thin, BSc, PhD
 Active Video Game Researcher
 a.g.thin@thin.me.uk
 www.gamersizescience.org
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/
For the Record...

“Thin said videogames, which require
active participation could also be viewed
as a stepping stone towards exercise
for overweight and underactive children.”
                                                   Reuters 13/07/2008

      http://uk.reuters.com/article/domesticNews/idUKL1217308420070713
Overview


           Social Phenomenon
           Persuasive Features
           Energy Expenditure
           Practical Applications
           Looking to the Future
Odd One Out?




 http://foragers.wikidot.com/sexual-division-of-labor
 http://www.pecad.fas.usda.gov/highlights/2008/05/IndiaRapeseed/
 http://www.flickr.com/photos/estherase/137338651/sizes/m/
 http://www.eyetoy.com/index.asp?pageID=21
Alasdair G Thin - Credentials

 BSc Physiology & Sports Science
 PhD Clinical Exercise Physiology
 PG Cert. Information Technology Applied to Tourism,
 Leisure & Sport
 PG Cert. Academic Practice
 Various Coaching & Instructing Qualifications
 Worked in Public Health/Health Promotion
New Ways of Doing Things
                              e
                                      e
    Dr Alasdair G Thin


e
    School o f Life Science
    Heriot-Watt University
    Edinburgh
    EH14 4AS




    e
                                  e
Six Million Dollar Man




“We can rebuild him — we have the technology…quot;
                                   http://www.imdb.com/title/tt0071054/
We Have the Technology…
Persuasive Technology
        Reduction                              Suggestion
        Tunnelling                             Self-monitoring
        Customisation/                         Surveillance
        Tailoring                              Conditioning


Fogg (2003), Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Active Video Games?
 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
Why?
Who?                                                             Video Games
                                                                   Industry Size
                                                                       2008
                                                                     >£10,000
                                                                      Million




http://www.nytimes.com/2007/04/30/health/30exer.html
http://www.time.com/time/magazine/article/0,9171,1661688,00.html
http://news.bbc.co.uk/1/hi/health/7262770.stm
Animation World Magazine - The Wii Workout: Getting
Healthy Through Gameplay
March 31, 2008 by Janet Hetherington                Wii Fit looking to ignite `exer-gaming'
                                                    revolution

US National Public Radio - Gaming Your Way to Fitness
                                                    May 16, 2008

                                                    DAPHNE GORDON
                                                    LIVING REPORTER


May 15, 2008 by Allison Aubrey                      Couch potato no more.

                                                    Wii Fit, the hotly
                                                    anticipated exer-game,
                                                    hits North American stores
                                                    next week.


US News & World Report - The Power of Wii: Getting in
                                                    If the success of Wii Fit in
                                                    other countries is any
                                                    indication, the fitness
                                                    video game could soon

Shape with Video Games                              transform sedentary
                                                    soccer moms across the
                                                    nation into virtual soccer   Deanna, father Michael, Kyle, 9, and Kelsey, 13, watch.
                                                                                                                                                  TORONTO STAR
                                                                                 The Argue family tries out the new Wii Fit game. Shea, 10, performs while mother

                                                    players. In Japan, where
May 16, 2008 by Katherine Hobson                    Wii Fit has been out for
                                                    five months, more than 2 million units have been sold.

                                                    The game is packaged with a motion-sensitive balance board, similar in
                                                    appearance to a bathroom scale, and has a built-in trainer who leads users


Toronto Star - Wii Fit looking to ignite `exer-gaming'
                                                    through balance, strength and flexibility exercise.

                                                    It costs $89 and includes 40 activities, including soccer, yoga, slalom skiing, hula
                                                    hoop and aerobics.


revolution                                          Based on feedback from the balance board, the game tracks weight and Body
                                                    Mass Index over time, and assigns a quot;Wii agequot; – the fitness age of your body.

                                                    quot;I was 56 the first time I tried it,quot; said Deanna Argue, a 39-year-old Brooklin,
May 16, 2008 by Daphne Gordon                       Ont., mom who previewed the game this week. quot;Not so good! When we created
                                                    our Miis, mine went `blub.'quot; laughed Argue, referring to the popular Wii feature
                                                    that allows users to create personal avatars in the Wii world.




Inst. Engineering & Technology Magazine - Let the
                                            http://www.thestar.com/printArticle/425836                                                                              Page 1 of 2




games begin
“... A networked sporting competition would be accessible to anyone with a console
and an Internet connection.”
August 5, 2008 by Rebecca Mileham
When?




        1998-
What?
How?




       “You are the controller…”
Where?
Energy Expenditure Data
Overall game difficulty
Game level
Skill of player
Postural balance
Hand-Eye coordination
Limit to arm waving
Laboratory Measurements
Selected Energy Expenditures
                   Rest

       Walking 2.0 mph

       Walking 3.4 mph

Aerobics (low intensity)

  Running 12 min/mile

  Running 10 min/mile

  Running 8 min/mile

                           0   3       6         9        12   15
                               Metabolic Equivalents (METs)
Stating the Obvious
                     35                                                           10



                                                       *         *
                     28                     *                            *        8


                                     *
   VO2 (ml/kg/min)




                     21                                                           6




                                                                                       METs
                     14                                                           4




                      7                                                           2




                      0                                                           0
                          Baseline   1-3   4-6        7-9      10-12   13-15
                                           Time (minutes)
                                            Control   EyeToy                   * = p<0.05
Comparative Analysis
Comparative Analysis
Comparative Analysis
Comparative Analysis
Comparative Analysis
Comparative Analysis
Active Video Game Design


Maximise Muscle Mass
Rapid Movement
Spatial rather than Temporal Accuracy
Minimise Negative Scoring
Practical Applications
 Get comfortable
 Improve confidence
 Try new activities
 Stepping stone
 HR monitoring
   Time active
   Intensity (may over estimate!)
 Go with initial curiosity
 Coach if necessary
 Progress to structured activity
Networked Active Video Games




 http://www.24-7pressrelease.com/press-release/exergaming-goes-online-with-us-vs-uk-gamercize-tournament-56186.php
Mobile Active eGames




       http://virtual.vtt.fi/virtual/exergame/
Warning
Paradigm Shift

 Persuasive Message (“Exercise is Good for You!”)
   Perceived Reward




                      Persuasive Interactive Experience
                        Real Reward
Acknowledgements
Gemma Ryde         Nicola Poole
Darren Leung       Annemarie Crozier
Thomas Scott       School of Life Sciences,
                   Heriot-Watt University
Dale Howey
                   Carnegie Trust for the
Lorna Murdoch      Universities of Scotland
Antonia Sidgwick   Physiological Society of
Danny McEachen     Great Britain & Ireland
Contact

 Available for Research,
Consulting and Speaking
      Engagements

 Dr Alasdair G Thin, BSc, PhD
 Active Video Game Researcher
 a.g.thin@thin.me.uk
 www.gamersizescience.org

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ExerGames – Who, Why, When & What?, Major Moves 2008

  • 1. ExerGames – Who, Why, When & What? Major Moves Conference Sept 23, 2008 @Leisure Industry Week, NEC Birmingham, UK Dr Alasdair G Thin, BSc, PhD Active Video Game Researcher a.g.thin@thin.me.uk www.gamersizescience.org
  • 2. 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/
  • 3. For the Record... “Thin said videogames, which require active participation could also be viewed as a stepping stone towards exercise for overweight and underactive children.” Reuters 13/07/2008 http://uk.reuters.com/article/domesticNews/idUKL1217308420070713
  • 4. Overview Social Phenomenon Persuasive Features Energy Expenditure Practical Applications Looking to the Future
  • 5. Odd One Out? http://foragers.wikidot.com/sexual-division-of-labor http://www.pecad.fas.usda.gov/highlights/2008/05/IndiaRapeseed/ http://www.flickr.com/photos/estherase/137338651/sizes/m/ http://www.eyetoy.com/index.asp?pageID=21
  • 6. Alasdair G Thin - Credentials BSc Physiology & Sports Science PhD Clinical Exercise Physiology PG Cert. Information Technology Applied to Tourism, Leisure & Sport PG Cert. Academic Practice Various Coaching & Instructing Qualifications Worked in Public Health/Health Promotion
  • 7. New Ways of Doing Things e e Dr Alasdair G Thin e School o f Life Science Heriot-Watt University Edinburgh EH14 4AS e e
  • 8. Six Million Dollar Man “We can rebuild him — we have the technology…quot; http://www.imdb.com/title/tt0071054/
  • 9. We Have the Technology…
  • 10. Persuasive Technology Reduction Suggestion Tunnelling Self-monitoring Customisation/ Surveillance Tailoring Conditioning Fogg (2003), Persuasive Technology: Using Computers to Change What We Think and Do
  • 11. Persuasive Active Video Games? 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
  • 12. Why?
  • 13. Who? Video Games Industry Size 2008 >£10,000 Million http://www.nytimes.com/2007/04/30/health/30exer.html http://www.time.com/time/magazine/article/0,9171,1661688,00.html http://news.bbc.co.uk/1/hi/health/7262770.stm
  • 14. Animation World Magazine - The Wii Workout: Getting Healthy Through Gameplay March 31, 2008 by Janet Hetherington Wii Fit looking to ignite `exer-gaming' revolution US National Public Radio - Gaming Your Way to Fitness May 16, 2008 DAPHNE GORDON LIVING REPORTER May 15, 2008 by Allison Aubrey Couch potato no more. Wii Fit, the hotly anticipated exer-game, hits North American stores next week. US News & World Report - The Power of Wii: Getting in If the success of Wii Fit in other countries is any indication, the fitness video game could soon Shape with Video Games transform sedentary soccer moms across the nation into virtual soccer Deanna, father Michael, Kyle, 9, and Kelsey, 13, watch. TORONTO STAR The Argue family tries out the new Wii Fit game. Shea, 10, performs while mother players. In Japan, where May 16, 2008 by Katherine Hobson Wii Fit has been out for five months, more than 2 million units have been sold. The game is packaged with a motion-sensitive balance board, similar in appearance to a bathroom scale, and has a built-in trainer who leads users Toronto Star - Wii Fit looking to ignite `exer-gaming' through balance, strength and flexibility exercise. It costs $89 and includes 40 activities, including soccer, yoga, slalom skiing, hula hoop and aerobics. revolution Based on feedback from the balance board, the game tracks weight and Body Mass Index over time, and assigns a quot;Wii agequot; – the fitness age of your body. quot;I was 56 the first time I tried it,quot; said Deanna Argue, a 39-year-old Brooklin, May 16, 2008 by Daphne Gordon Ont., mom who previewed the game this week. quot;Not so good! When we created our Miis, mine went `blub.'quot; laughed Argue, referring to the popular Wii feature that allows users to create personal avatars in the Wii world. Inst. Engineering & Technology Magazine - Let the http://www.thestar.com/printArticle/425836 Page 1 of 2 games begin “... A networked sporting competition would be accessible to anyone with a console and an Internet connection.” August 5, 2008 by Rebecca Mileham
  • 15. When? 1998-
  • 16. What?
  • 17. How? “You are the controller…”
  • 19. Energy Expenditure Data Overall game difficulty Game level Skill of player Postural balance Hand-Eye coordination Limit to arm waving
  • 21. Selected Energy Expenditures Rest Walking 2.0 mph Walking 3.4 mph Aerobics (low intensity) Running 12 min/mile Running 10 min/mile Running 8 min/mile 0 3 6 9 12 15 Metabolic Equivalents (METs)
  • 22. Stating the Obvious 35 10 * * 28 * * 8 * VO2 (ml/kg/min) 21 6 METs 14 4 7 2 0 0 Baseline 1-3 4-6 7-9 10-12 13-15 Time (minutes) Control EyeToy * = p<0.05
  • 29. Active Video Game Design Maximise Muscle Mass Rapid Movement Spatial rather than Temporal Accuracy Minimise Negative Scoring
  • 30. Practical Applications Get comfortable Improve confidence Try new activities Stepping stone HR monitoring Time active Intensity (may over estimate!) Go with initial curiosity Coach if necessary Progress to structured activity
  • 31. Networked Active Video Games http://www.24-7pressrelease.com/press-release/exergaming-goes-online-with-us-vs-uk-gamercize-tournament-56186.php
  • 32. Mobile Active eGames http://virtual.vtt.fi/virtual/exergame/
  • 34. Paradigm Shift Persuasive Message (“Exercise is Good for You!”) Perceived Reward Persuasive Interactive Experience Real Reward
  • 35. Acknowledgements Gemma Ryde Nicola Poole Darren Leung Annemarie Crozier Thomas Scott School of Life Sciences, Heriot-Watt University Dale Howey Carnegie Trust for the Lorna Murdoch Universities of Scotland Antonia Sidgwick Physiological Society of Danny McEachen Great Britain & Ireland
  • 36. Contact Available for Research, Consulting and Speaking Engagements Dr Alasdair G Thin, BSc, PhD Active Video Game Researcher a.g.thin@thin.me.uk www.gamersizescience.org