ABSTRACT
In recent years, there has been significant work in integrating physical activity into video games. One goal of this work has been to help motivate sedentary people to be more physically active. Konami's Dance Dance Revolution and Nintendo's Wii Sports have shown that exercise games can be both fun and commercially successful.
To date, however, there has been little attempt to investigate what properties of exercise games will help motivate sedentary people to start and continue exercise programs. This paper reviews the literature on exercise motivation and derives from it requirements for computer-aided exercise games. The paper then introduces the new Life is a Village exercise game, and uses it to illustrate how these requirements can be met.
- Bandura, A. Health Promotion by Social Cognitive Means. Health Education & Behavior. 31 (2004), 143--164.Google Scholar
- Boutcher, J., and Trenske, M. The effects of sensory deprivation and music on perceived exertion and affect during exercise. Journal of Sport and Exercise Psychology. 12 (1990), 167--176.Google ScholarCross Ref
- Callero, P. Role-identity salience. Social Psychology Quarterly. 48, 3 (1985), 203--215.Google ScholarCross Ref
- Cheok, A. D., Fong, S. W., Goh, K. H., Yang, X., Liu, W., Farzbiz, F., and Li. Y. Human Pacman: a Mobile Entertainment. Mobile HCI (2003), 209--243.Google Scholar
- Curry, T., and Weaner, J. Sport identity salience, commitment, and the involvement of self in role: measurement issues. Sociology of Sport Journal. 4 (1987), 280--288.Google ScholarCross Ref
- Hämäläinen, P., Ilmonen, T., Höysniemi, J., Lindholm, M., and Nykänen, A. Martial Arts in Artificial Reality. Enhancing Virtual Spaces and Large Displays, 2 Apr. 2005. Portland: ACM, 2005. 781--790.Google Scholar
- Hagger, M. S., Chatzisarantis, N. L. D., Biddle, S. J. H. A Meta-Analytic Review of the Theories of Reasoned Action and Planned Behavior in Physical Activity: Predictive Validity and the Contribution of Additional Variables. Journal of Sports & Exercise Psychology. 24 (2002), 3--32.Google ScholarCross Ref
- Heumer, G., Carlson, D., Kaligiri, S. H., Maheshwari, S., Hasan, W., Jung, B., and Schrader, A. Paranoia Syndrome - a Pervasive Multiplayer Game. International Symposium on Pervasive Gaming Applications, (May 2006). http://tinyurl.com/ywplrk.Google Scholar
- Hohepa, M., Schofield, G., and Kolt, G. S. Physical Activity: What Do High School Students Think? Journal of Adolescent Health. 39 (2006), 328--336.Google ScholarCross Ref
- Khoo, E. T., Lee, S. P., Cheok, A. D., Kodagoda, S., Zhou, Y., Toh, G. S. Age Invaders: social and physical inter-generational family entertainment. Conference on Human Factors in Computing Systems. (2006), 243--247. Google ScholarDigital Library
- Lee, K. P. The effects of musical tempos on psychophysical responding during sub-maximal treadmill running. Master's thesis, Pennsylvania State University, 1987.Google Scholar
- Mitchell, C., and Stuart, R. B. Effect of Self-Efficacy on Dropout From Obesity Treatment. Journal of Consulting and Clinical Psychology. 52, 6 (1984), 1100--1101.Google ScholarCross Ref
- Mueller, F., Gunner, S., Thorogood, A., O'Brien, S., and Wulf, V. Sports over a Distance. Personal and Ubiquitous Computing, 2007. http://tinyurl.com/2yansu. Google ScholarDigital Library
- Mokka, S., Väätänen, A., Heinilä, J., and Väikkynen, P. Fitness Computer Game with a Bodily User Interface. Second International Conference on Entertainment Computing. (2003), 1--3. Google ScholarDigital Library
- Parker, J. R. Human Motion as Input and Control in Kinetic Games, FuturePlay, London, Ontario, Canada. October 10--12, 2006.Google Scholar
- Parker, J. R. Games for Physical Activity: A Preliminary Examination of the Nintendo Wii, 6th International Symposium on Computer Science in Sport, Calgary. June 3--6, 2007.Google Scholar
- Strömberg, H., Väätänen, A., Räty, V., A group game played in interactive virtual space, Design of Interactive Systems (2002), 56--63. Google ScholarDigital Library
- Steptoe, A., and Cox, S. Acute effects of aerobic exercise on mood. Health Psychology. 7, 4 (1988), 329--340.Google ScholarCross Ref
- Wales, D. N. The effects of tempo and disposition in music on perceived exertion, brain waves, and mood during aerobic exercise (Master's thesis, Pennsylvania State University, 1985).Google Scholar
- Westcott, W. Role-model instructors. Fitness Management. (March 1991), 48--50.Google Scholar
- Wininger, S. R., and Pargman, D. Assessment of Factors Associated with Exercise Enjoyment. Journal of Music Therapy. 40 (2003), 57--73.Google ScholarCross Ref
Index Terms
- Using games to increase exercise motivation
Recommendations
Understanding handicapping for balancing exertion games
CHI EA '13: CHI '13 Extended Abstracts on Human Factors in Computing SystemsBalancing play can be important for engaging people in games since it allows players with different skills to play together and still feel challenged. Balancing play in exertion games has previously been explored by altering the physical effort. To ...
Playability Guidelines for Educational Video Games: A Comprehensive and Integrated Literature Review
Learning through play is currently an effective and attractive educational strategy. However, are all educational video games EVG successful and do they always keep the player motivated? Here, the authors emphasize that the success of an EVG will be ...
Heart rate control of exercise video games
GI '09: Proceedings of Graphics Interface 2009Exercise video games combine entertainment and physical movement in an effort to encourage people to be more physically active. Multiplayer exercise games take advantage of the motivating aspects of group activity by allowing people to exercise together. ...
Comments