Unit 3 Emotional Intelligence and Spiritual Intelligence.pdf
Deconstructing Exergames
1. A Method for Tearing Apart and
Quantifying Elements of Game
Design in Exergames
Ernesto Ramirez, Marc Adams, Simon J. Marshall,
Greg J. Norman, Lindsay Dillon, Susan Caparosa
Center for Wireless
and Population Health Systems
8. What makes people play?
Limited knowledge of the theoretical principles of game
playing behavior.
Adherence may be linked to psychological constructs:
Enjoyment, Pleasure, Motivating, etc.
Personal & Social factors related to game play environment.
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9. What makes people play?
Limited knowledge of the theoretical principles of game
playing behavior.
Adherence may be linked to psychological constructs:
Enjoyment, Pleasure, Motivating, etc.
Personal & Social factors related to game play environment.
BUT WHAT ABOUT THE ACTUAL GAME?
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11. Theoretical Principles
The ABC’s of Operant Theory
A
Antecedent
Stimuli
Prompting
Modeling
Goals
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12. Theoretical Principles
The ABC’s of Operant Theory
A B
Antecedent Behavior
Stimuli
Desired
Prompting
Undesired
Modeling
Goals
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13. Theoretical Principles
The ABC’s of Operant Theory
A B C
Antecedent Behavior Consequences
Stimuli
Stimuli
Desired
+ Reinforcement
Prompting
Undesired - Reinforcement
Modeling
Punishment
Goals
Extinction
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14. Why Use Operant Theory?
Games provide a unique “closed-loop” environment to examine
the interactions between theoretical principles and behavior.
Interactions between contingencies and behavior can be closely
examined.
Games provide immediate feedback on behavior.
Exergames have not been previously examined within this well
known theoretical context
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15. A: Antecedents
In game play antecedents typically function as:
Instructions
Modeling of behavior
Visual and audible signals that inform player a
21. B: Behavior
Exergame behavior is quite different from traditional games
Traditional Games
Thumb & Finger
22. B: Behavior
Exergame behavior is quite different from traditional games
Traditional Games Exergames
Run Step
Swing Throw
Thumb & Finger
Punch Dodge
23. Dimensions of Behavior
Form/Topography - What is the behavior?
Frequency - How many times does the behavior occur?
Rate - Number of behavior responses over time
Intensity - The “force” of the response
Duration - Length of continuous behavior
Latency - Period between game stimuli and player response
28. C: Consequences & Contingencies
Stimuli or feedback recieved during game play
Reinforcement can be used to increase desired behavior(s)
Gain points for correct play (+)
Reduce speed of game (-)
Penalties/Punishment can be used to decrease incorrect
behavior(s)
Loss of points
Negative sounds and images
29. Contingency Examples
For each hit (positive reinforcement)
Point increase
Punching sounds
Red halo at punch site
Screen shakes
Player does not pass level ( positive punishment)
“Failed” text on screen
Negative sounds
34. Each time the player knocks down one white pin, the game: BEHAVIOR
Presents an increment of 120 points +R
Each time the player knocks down one gold pin, the game: BEHAVIOR
Presents an increase of 240 points +R
Presents an ‘energizing sound’. +R
Presents “SUPERMODE” +R
Presents music associated with SUPERMODE +R
Decreases game pace (slows down) +R
Presents cumulative count of pins +R
Each time the player knocks down one black pin, the game: BEHAVIOR
Presents “Penalty” + punish
Decrease of 1 ball in stock - punish
Presents negative sound + punish
During SUPERMODE (ANTECEDENT), each time a player knocks down a white pin, the game: BEHAVIOR
Presents an increment of 150 points +R
Resets SUPERMODE time counter +R
Adds one point to the pin count +R
Adds 1 point to the bonus fraction +R
When fraction = 1, bonus ball awarded +R
35. Qualitative Analysis
Game “codes” are analyzed for
Theoretical construct
Construct dimension
Additional details
36. Qualitative Analysis: Coding the Codes
“For each punch on the boxing bag, the game
presents a red visual halo at punch location.”
37. Qualitative Analysis: Coding the Codes
“For each punch on the boxing bag, the game
presents a red visual halo at punch location.”
•Theoretical construct
•Construct dimension
•Additional details
38. Qualitative Analysis: Coding the Codes
“For each punch on the boxing bag, the game
presents a red visual halo at punch location.”
•Theoretical construct Contingency
•Construct dimension Positive Reinforcement
•Additional details Continuous Reinforcement
39. Why?
Develop system of understanding game design
can be applied to all games
Determine what game players enjoy
Discover how game design is linked to actual game play
Adherence and Sustainability
40. Next Steps
Identify high and low fidelity games
Associated behavioral principles
Investigate game play in children using identified games
Correlate principles and game play
Identify core principles related to adherence
41. Other interesting dimensions
We are aware that Operant Theory doesn’t cover everything
Motivation
Persuasion
Interactivity
Social Connections and Cooperation
42. Other interesting dimensions
We are aware that Operant Theory doesn’t cover everything
Motivation
Persuasion
Interactivity
Social Connections and Cooperation
But no one study can do it all!
43. Acknowledgements
Robert Wood Johnson Foundation
& Games for Health Initiative
University of California, San Diego
All of our coders and game players
44. Thank you
erramirez@ucsd.edu
Twitter: @e_ramirez
Center for Wireless
and Population Health Systems