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Social and Psychological
 Factors Associated with
    ExerGaming Play

      Dr Alasdair G Thin
         Lisa Hansen
       Monique Simons
         Judy Shasek
       Dr Ann Maloney
“We hold these truths to be self-
          evident...”



ExerGaming = Exercise + (Video) Gaming
Historical Symposium




                #g4h09sym
Symposium Overview
•   Part 1

    •   “In the Zone” - Flow Experience, Enjoyment and Mood after ExerGame
        Play - Dr Alasdair G Thin

    •   Social Experiences in Group-based ExerGaming - Lisa Hansen

    •   Social and Psychological Correlates of Purchasing and Playing Behavior
        of both Sedentary and Active Video Games - Monique Simons

•   Part 2

    •   Perceptual Motor Skills Development and Psychological Benefits of
        FootGaming - Judy Shasek

    •   Lessons from ExerGaming Research in Youth Settings - Dr Ann Maloney

    •   Questions & Answers / Discussion
                                                               #g4h09sym
Interactive Forum




www.gamersizescience.org   #g4h09sym
What is so Special about ExerGaming?

Novelty                                                                 Stepping
                                                                         Stone
                         Contemplation      Preparation
                                     Exer-
                                    Gaming
    wwarby               Maintenance            Action
                                                          Pathway           Becksta1

     Calorie Burn
                                   Gateway



                                                             immarkcz
             shorty539
                                         starrynight1
Game-based Paradigm Shift

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




                 Persuasive Interactive Experience
                       Immediate Real Reward
#g4h09sym
Focus on ExerGaming Outcomes
• Liberty                 • Fraternity
 • Fun                      • Belonging
 • Enjoyable                • Relatedness
 • Engaging-Experience      • Socialization
                            • Cooperation
• Equality
 • Meaningful
   Challenge /
   Competition

  a.k.a. “The People’s Republic of ExerGaming”
“In the Zone” - Flow Experience, Enjoyment and Mood
       after ExerGame Play - Dr Alasdair G Thin

• Exercise is a Hard Sell !!
• Persuasive Interactive Experience
• Flow Concept - “In the Zone”
• Subjects played 6 ExerGames in a randomized
  order
• Enjoyment rating related to game play mechanic?
• Several ExerGames (and conventional Bike exercise)
  resulted in an increase in Tension mood rating
• Flow State Experience whilst ExerGaming resulted in
  2 subscales scoring higher compared to conventional
  physical activity
• Proposed ExerGaming Paradox
Social Experiences in Group-based ExerGaming
                     Lisa Hansen

•    Opportunity for social engagement, Enjoyment is a primary experience

•    When allocated partners children still interact positively

•    Discussions involve strategies, assistance and competition

•    Social engagement helps encourage Flow experiences and a persistence
     to play

•    Children prefer to learn independently from exploring the game or from
     another peer

•    Careful implementation is essential to foster positive social experiences
     (i.e. reduce frustration, disappointment and anxiety)

•    What are the implications for ExerGame design?

•    What are the implications for ExerGame interventions?
Social and Psychological Correlates of Purchasing and
        Playing Behavior of both Sedentary and
         Active Video Games - Monique Simons
• Exergames: an effective way to prevent overweight
  and obesity in a family setting?
• Correlates of purchasing and playing video games
• Differences between exergaming and inactive gaming?
• Qualitative research: focus group
• Children aged 8 through 12 years old
• Correlates: motivational aspects, social aspects,
  interface, physical activity, parenting style
• Implications for survey into predictors of purchasing
  and playing exergames and inactive video games
• Implication for exergaming intervention?
Perceptual Motor Skills Development and Psychological
        Benefits of FootGaming - Judy Shasek

•   FootPOWR peripheral is a pad comprising of a series of foot operated switches
    that can be used as an input controller

•   Being actively engaged, while standing, balancing and interacting with computer
    software places a wide range of cognitive demands on the player.

•   Video games plus physically active input can result in students better prepared to
    learn

•   FootPOWR allows students to interact with games that are proven to reduce stress
    and anger and improve mood

•   FootGaming is easily added to the learning environment at the time and place it’s
    needed

•   Students develop a sense of empowerment toward learning when they realize that
    they can give their brain what it needs to be more productive

•   Research has linked active rhythmic play with increased language discrimination
    and development, math ability, improved school grades, better-adjusted social
    behavior, and improvements in quot;spatial-temporal reasoning,quot; - a cornerstone for
    problem solving
Social Context Matters in Exergaming Research
           -- Successes and Challenges
                 Dr Ann Maloney

• Study your context, since school and home have
  rulemakers with different agendas
• Data talks: protect your best endpoint and find
  objective measures (beg, borrow, steal actigraphs if
  consultant says so)
• Families really want to please you, schools really
  want free stuff, nail motivation
• Encouragement and competition are obvious, but
  also find out barriers and downsides
Q&A / Discussion




www.gamersizescience.org   #g4h09sym

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Symposium: Social and Psychological Factors Associated with ExerGaming Play

  • 1. Social and Psychological Factors Associated with ExerGaming Play Dr Alasdair G Thin Lisa Hansen Monique Simons Judy Shasek Dr Ann Maloney
  • 2. “We hold these truths to be self- evident...” ExerGaming = Exercise + (Video) Gaming
  • 4. Symposium Overview • Part 1 • “In the Zone” - Flow Experience, Enjoyment and Mood after ExerGame Play - Dr Alasdair G Thin • Social Experiences in Group-based ExerGaming - Lisa Hansen • Social and Psychological Correlates of Purchasing and Playing Behavior of both Sedentary and Active Video Games - Monique Simons • Part 2 • Perceptual Motor Skills Development and Psychological Benefits of FootGaming - Judy Shasek • Lessons from ExerGaming Research in Youth Settings - Dr Ann Maloney • Questions & Answers / Discussion #g4h09sym
  • 6. What is so Special about ExerGaming? Novelty Stepping Stone Contemplation Preparation Exer- Gaming wwarby Maintenance Action Pathway Becksta1 Calorie Burn Gateway immarkcz shorty539 starrynight1
  • 7. Game-based Paradigm Shift Persuasive Message (“Exercise is Good for You!”) Perceived Future Reward Persuasive Interactive Experience Immediate Real Reward #g4h09sym
  • 8. Focus on ExerGaming Outcomes • Liberty • Fraternity • Fun • Belonging • Enjoyable • Relatedness • Engaging-Experience • Socialization • Cooperation • Equality • Meaningful Challenge / Competition a.k.a. “The People’s Republic of ExerGaming”
  • 9. “In the Zone” - Flow Experience, Enjoyment and Mood after ExerGame Play - Dr Alasdair G Thin • Exercise is a Hard Sell !! • Persuasive Interactive Experience • Flow Concept - “In the Zone” • Subjects played 6 ExerGames in a randomized order • Enjoyment rating related to game play mechanic? • Several ExerGames (and conventional Bike exercise) resulted in an increase in Tension mood rating • Flow State Experience whilst ExerGaming resulted in 2 subscales scoring higher compared to conventional physical activity • Proposed ExerGaming Paradox
  • 10. Social Experiences in Group-based ExerGaming Lisa Hansen • Opportunity for social engagement, Enjoyment is a primary experience • When allocated partners children still interact positively • Discussions involve strategies, assistance and competition • Social engagement helps encourage Flow experiences and a persistence to play • Children prefer to learn independently from exploring the game or from another peer • Careful implementation is essential to foster positive social experiences (i.e. reduce frustration, disappointment and anxiety) • What are the implications for ExerGame design? • What are the implications for ExerGame interventions?
  • 11. Social and Psychological Correlates of Purchasing and Playing Behavior of both Sedentary and Active Video Games - Monique Simons • Exergames: an effective way to prevent overweight and obesity in a family setting? • Correlates of purchasing and playing video games • Differences between exergaming and inactive gaming? • Qualitative research: focus group • Children aged 8 through 12 years old • Correlates: motivational aspects, social aspects, interface, physical activity, parenting style • Implications for survey into predictors of purchasing and playing exergames and inactive video games • Implication for exergaming intervention?
  • 12. Perceptual Motor Skills Development and Psychological Benefits of FootGaming - Judy Shasek • FootPOWR peripheral is a pad comprising of a series of foot operated switches that can be used as an input controller • Being actively engaged, while standing, balancing and interacting with computer software places a wide range of cognitive demands on the player. • Video games plus physically active input can result in students better prepared to learn • FootPOWR allows students to interact with games that are proven to reduce stress and anger and improve mood • FootGaming is easily added to the learning environment at the time and place it’s needed • Students develop a sense of empowerment toward learning when they realize that they can give their brain what it needs to be more productive • Research has linked active rhythmic play with increased language discrimination and development, math ability, improved school grades, better-adjusted social behavior, and improvements in quot;spatial-temporal reasoning,quot; - a cornerstone for problem solving
  • 13. Social Context Matters in Exergaming Research -- Successes and Challenges Dr Ann Maloney • Study your context, since school and home have rulemakers with different agendas • Data talks: protect your best endpoint and find objective measures (beg, borrow, steal actigraphs if consultant says so) • Families really want to please you, schools really want free stuff, nail motivation • Encouragement and competition are obvious, but also find out barriers and downsides