Physical Activity Motivating Games:You Can PLAY,MATE!
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Transcript of Physical Activity Motivating Games:You Can PLAY,MATE!
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Physical Activity Motivating Games:You Can PLAY,MATE!
Shlomo Berkovsky,Jill Freyne,Mac Coombe,Dipak Bhandari,Nilufar Baghaei
CSIRO Tasmanian ICT Centre GPO Box 1538,Hobart,Australia [email protected]
OZCHI '09: Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
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Outline
• INTRODUCTION• RELATED WORK• DESIGN PRINCIPLES AND PRACTICAL
APPLICATION OF PLAY,MATE• EMPIRICAL EVALUATION• CONCLUSIONS AND FUTURE WORK
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INTRODUCTION(1/2)• Contemporary lifestyle is becoming increasingly inactive: a
little physical activity and much sedentary activity.
• Present a novel approach aimed at combating sedentary in context of computer games.
• The game is called PLAY MATE!(PhysicaL ActivitY MotivaTing gamEs).
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INTRODUCTION(2/2)• PLAY,MATE! Is design to a publicly available computer game,
Neverball.
• Each user was equipped with a 3D accelerometer.
• The contributions of this work are two-fold:– Firstly,we propose a novel PLAY,MATE! Design for physical activity
motivating games and practically exemplify its application.– Secondly,we empirically evaluate the acceptance of the design and its
influence on users.
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RELATED WORK(1/2)• Lin et. al., 2006
– presented a social application recording users' physical activity and linking it to the growth of a virtual fish
• Toscos et. al., 2006– presented a mobile application recording users' physical activity and sending messages
encouraging exercising
• These applications had several weaknesses including the unreliability and inaccuracy of self-reporting and the possibility of cheating the application.
• From a behavioural perspective, these applications were aimed at changing the lifestyle by indirectly encouraging the users to perform physical activity.
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RELATED WORK(2/2)• Commercial products
– Dance-Dance Revolution– Nintendo Wii– PCGamerBike
• These games should be treated as commercial products providing bodily interfaces or controllers allowing anintuitive interaction mode with computer games rather than motivators of physical activity.
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DESIGN PRINCIPLES AND PRACTICAL APPLICATION OF PLAY,MATE(1/3)
• The goal of the PLAY, MATE! game design is to change the sedentary nature of game playing to include certain aspects of physical activity.
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DESIGN PRINCIPLES AND PRACTICAL APPLICATION OF PLAY,MATE(2/3)
• The motivation to perform physical activity is achieved by modifying the following game components and aspects of user interaction with the game:-Game motivator-Activity interface-Game control
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DESIGN PRINCIPLES AND PRACTICAL APPLICATION OF PLAY,MATE(3/3)
• To experimentally evaluate the PLAY, MATE! design, we applied it to an open source GPL Neverball game.
• We used a 3D accelerometer to capture user's physical activity and transmitted the acceleration signal to Neverball
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EMPIRICAL EVALUATION(1/4)
• We conducted an experimental evaluation involving 180children aged 9 to 12-Sedentary -PLAY,MATE!
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EMPIRICAL EVALUATION(2/4)• compares the number of jumps recognised in these two groups
• compares the relative time distribution between the sedentary playing and performing physical activity
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EMPIRICAL EVALUATION(3/4)• depicts the average perception across the two groups.
• the playing perception as a function of the number of jumps recognised.
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EMPIRICAL EVALUATION(4/4)
• The number of users that agreed with two factors of a particular relevance to the enjoyment.
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CONCLUSIONS AND FUTURE WORK
• Two important conclusions:-Firstly-Secondly
• PLAY, MATE! design to various types of computer games.