"Healthifying" Exergames: Improving Health Outcomes through Intentional Priming

被引:23
作者
Chen, Frank X. [1 ]
King, Abby C. [2 ]
Hekler, Eric B. [3 ]
机构
[1] Stanford Univ, Dept Comp Sci, Stanford, CA 94305 USA
[2] Stanford Univ, Stanford Prevent Res Ctr, Stanford, CA 94305 USA
[3] Arizona State Univ, Sch Nutr & Hlth Promot, Tempe, AZ 85287 USA
来源
32ND ANNUAL ACM CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI 2014) | 2014年
关键词
Exergaming; Priming; Persuasive Technology; Fitness; PHYSICAL-ACTIVITY; HEART-RATE; EXERCISE; VALIDATION; EFFICACY; BEHAVIOR;
D O I
10.1145/2556288.2557246
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Exergames, video game systems that require exertion and interaction, have been rising in popularity in the past years. However, research on popular exergames shows mixed health benefits, potentially due to minimal energy expenditure and decreasing use over time. This paper presents a 2x2 experimental study (N = 44), using a popular exergame, where we vary the framing of intention (i.e., "Gameplay" or "Exercise") and feedback (i.e., "Health" or "No health") to explore their single and interactive impacts on perceived exertion, objectively measured energy expenditure, affect, and duration of usage in a single session. Our study showed that participants primed with exercise used the system significantly longer than those primed with game play (M= 49.2 +/- 2.0 min versus (M = 39.3 +/- 2.0 min). We discuss our results and possible design implications based on our single-session experiment. We conclude with a discussion on the potential impact of focusing on "healthifying" exergames-highlighting an exergames' dual purpose as both a game and exercise-as opposed to gamifying health behaviors.
引用
收藏
页码:1855 / 1864
页数:10
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