The document summarizes research from 21 grantees studying health games. It describes the types of games studied (including exergames and self-care games), platforms used, and goals of the research (including assessing outcomes, testing theories, and identifying design principles). Key findings include that competitive play improved cognitive functioning more than cooperative play; games providing autonomy and competence support increased enjoyment and motivation; and a robot providing social support was more motivating for exercise. Future plans are to publish and disseminate the research findings to inform health game design.
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Discoveries and Game Design Principles from Our Grantees' Research, Lieberman, 6-13-12
1. Health Games Research National Program:
Discoveries and Game Design Principles
from Our Grantees' Research
Presentation to the Games for Health Conference
Boston, MA
Debra Lieberman, Erica Biely,
Susana Peinado, Chan Thai
UC Santa Barbara
June 13, 2012
2. Announcement:
Health Games Research Database
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Organizations, Events
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3. Our 21 Health Games Research grantees
Universities and medical centers
Multi-disciplinary
Medicine
Kinesiology
Public Health and health promotion
Psychology
Communication
Cinema studies
Engineering
4. Grantees’ games
Physical activity games and self-care games
Custom created games and off-the-shelf games
Platforms
Computer, various consoles and interfaces (such as
controller, dance pad, Kinect, Wii balance board)
Mobile phone (two games with web connections, another
with microphone and breath as interface)
Robots
Cybercycles
Alternate reality game
5. Goals of grantee research
Outcome studies: Did the game work? Did health behaviors
change immediately and over time? Did health outcomes
improve? Clinical utilization?
Theory testing – How and why did the game work?
Many studies assessed usage, implementation strategies,
engagement, satisfaction, and perceived game quality and
usefulness
Outcomes of game vs. treatment-as-usual
Principles of health game design – translate findings into
strategies for future health game design
6. Crazy Taxi – University of Florida
Off-the-shelf game
Helps seniors learn to focus
attention and ignore
distractions
Effective form of therapy in
the clinic and as leisure-time
entertainment to stay
cognitively sharp
7. Mindless Eating Challenge – Cornell
Mobile game
Helps teens improve
breakfast nutrition
Choose your pet to nurture
via your own healthy eating
8. Cornell: Geri Gay
Mindless Eating Challenge
Adolescents – problem with breakfast nutrition
Mobile phone and virtual pet game
Take a picture of your breakfast and send it to your pet
– so your nutrition feeds your pet
Outcomes:
Better breakfast nutrition and more likely to eat breakfast
Stronger effects if player sees pet thriving and being ill
(negative feedback )(compared to thriving or neutral only)
More enjoyment, attachment to pet, and nutrition attitude
change when negative feedback is included
9. Georgetown University: Sandy Calvert
Exergames at school for inner city students
Competitive vs. cooperative play – Wii
Competitive play improved executive functioning more,
and led to more physical exertion during game play
10. Maine Medical Center: Ann Maloney
DDR for overweight children and their families
Generally found increased physical activity when
DDR went to the home
11. Michigan State University: Deborah Feltz
Buddy Up; partnered exergames
College student participants
Virtually-presented partner in conjunctive tasks
Partner should be moderately more skillful than the
player, to increase player exertion
12. Michigan State University: Wei Peng
Active games for children, using upper and lower
body exertion to control characters in an adventure
game
Increased energy expenditure and effort
13. Michigan State University: Wei Peng
Self-Determination Theory: Design the exergames to satisfy
needs for autonomy and competence
Autonomy-supportive games – ability to customize characters,
select how characters will grow in skills, select messages to
convey to game characters
Competence-supportive games – dynamic difficulty level,
heroism meter, achievement badges
Autonomy-supportive games more strongly increase game
enjoyment and motivation to exercise
Competence-supportive games more strongly increase game
enjoyment, motivation to exercise, and self-efficacy for
physical activity
16. Union College: Cay Anderson-Hanley
Seniors Cybercycling
Randomized trial of older adults in senior living centers
Virtual biking, with interesting locations to bike in
Racing against personal best time, against others, against
virtual competitors; race alone or in teams
Cognitive benefits of interactive decision-making and
physical activity:
Improved executive function
Reduced risk of progressing to mild cognitive impairment
17. University of North Carolina: Deborah Tate
Exergames: entertainment games vs. exercise-themed
Young adults ages 18-35
Exercise-themed games were less fun but led to more
physical exertion
Dilemma for designing exergames: entertainment theme or
exercise theme?
Use entertainment theme for unmotivated people, to attract
them to the fun of the game
Motivated people may prefer exercise theme so they can
focus on physical activity as their goal
18. University of Southern California: Maja Mataric
Robot Motivator
Human torso robot leads an older adult in upper-body
exercises by demonstrating the movements
Robot presents a game:
Asks player to repeat a series of demonstrated movements
Sees the player and gives feedback on accuracy
Relational condition – where the robot establishes social
connection, gives praise, refers to user by name – was
more effective in motivating exercise and users liked it
more
19. Future plans for grantee research findings
Publicize the findings and principles of health game
design – many more will be published soon
Reach a variety of constituencies / decision-makers
Health care providers, insurers, educators
Game designers, publishers
Researchers
Funders, foundations, federal agencies, investors
Help develop new norms among our constituents:
Game designers: use theory and evidence as the
foundation, and conduct outcome studies to demonstrate
effectiveness
Purchasers, users: demand evidence, quality, outcome
studies
20. Thank you!
And check out our DATABASE!
Debra Lieberman, Erica Biely,
Susana Peinado, Chan Thai
wwwhealthgamesresearch.org
Database: wwwhealthgamesresearch.org/db
lieberma@isber.ucsb.edu