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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/
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
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
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
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