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Theory-guided, Evidence-based Exergame Design:
Augmented Fantasy Sports as Case Study
Arlen Moller, Ph.D.
Illinois Institute of Technology
hx refactored conference
Brooklyn, NY
May 14th, 2014
Proliferation of AVGs
Explosive growth of active video games (AVGs)
•  Console based games
•  Wearable trackers
•  Mobile Apps Business has
been good!
Tests of efficacy have yielded some
disappointing findings…
Console based games
e.g. Nintendo Wii & Xbox Kinect
•  Below min. threshold intensity (Scheer et al., 2013)
•  Activity doesn’t generalize (Baranowski et al., 2012)
Mobile apps
Conroy et al. (May, 2014) analyzed the 167 most popular fitness apps
Only 50% of the apps offered 1 or more evidence based strategies —
- mostly feedback on performance, goal-setting, & social support
Conroy’s conclusion: "We're drowning in data points without really
capitalizing on them to change behavior more effectively."
Disappointing efficacy findings…
Self-determination theory
•  44+ years of empirical research, 1000+ studies
•  Focused on human motivation –
Specifically, sustainability & enjoyment
•  Edward Deci, Richard Ryan, 100s of others
www.selfdeterminationtheory.org
Self-determination theory
Autonomous	
  Mo*va*on	
  
	
  characterized	
  by	
  the	
  	
  
experience	
  of	
  voli*on,	
  and	
  	
  
endorsement	
  of	
  one’s	
  ac*ons.	
  	
  	
  	
  	
  	
  
Controlled	
  Mo*va*on	
  
characterized	
  by	
  the	
  
experience	
  of	
  feeling	
  
coerced	
  or	
  manipulated.	
  
All	
  Human	
  Mo*va*on	
  	
  
(Force	
  +	
  Direc*on)	
  
Self-determination theory
Autonomous	
  Mo*va*on	
  
	
  
	
  -­‐	
  enjoyment	
  (intrinsic)	
  
	
  -­‐	
  meaningful	
  /	
  value	
  (integrated)	
  
Controlled	
  Mo*va*on	
  –	
  	
  
	
  
-­‐  Chasing	
  rewards	
  (external)	
  
-­‐  Avoiding	
  punishments	
  
-­‐  Chasing	
  others’	
  approval	
  
-­‐  Avoiding	
  shame	
  (introjected)	
  
All	
  Human	
  Mo*va*on	
  	
  
**More sustainable; healthier**
How can we increase autonomous
motivation for an activity / technology?
By supporting 3 basic psychological needs:
1. Autonomy
2. Competence
3. Relatedness
- Feeling a sense of choice & endorsement
of what you’re doing
- Feeling a sense of increasing mastery /
growth when being challenged
- Feeling a sense of connection with others;
supporting & being supported
Psychological need satisfaction
in tech-enabled virtual environments
•  Both persistence and enjoyment of video game play was
predicted by psychological need satisfaction, regardless of
specific content, complexity, or genre of games
(Ryan, Rigby, & Przybylski, 2006)
•  51% of the variance in video game enjoyment
was predicted by psychological need satisfaction
(Tamborini et al., 2009)
Key Question for HxR crowd:
What would supporting psychological need satisfaction look like in
terms of designing technologies to foster healthier behavior?
Specifically, active video games (AVGs)
There	
  are	
  no	
  cookie	
  cuLer	
  solu*ons…	
  but	
  we	
  can	
  s*ll	
  talk	
  
about	
  generic	
  strategies	
  for	
  suppor*ng	
  psych.	
  needs	
  
Key Question for HxR crowd:
What would supporting psychological need satisfaction look like in terms
of designing technologies to foster healthier behavior?
Autonomy
Competence
Relatedness
Autonomous
motivation
(I) Strategies for supporting AUTONOMY
with technology
•  Building opportunities for choices, customization
- opportunities vs. obligations
- shallow vs. meaningful choices
(I) Strategies for supporting AUTONOMY
with technology
•  Providing rationale helps people own it
•  Providing opportunities for user feedback, value it
•  Tie in core aspects of user’s identity – thematically or
with identity reflecting avatars
(2) Competence & health technology
•  Building opportunities for people to feel optimally
challenged, and praised/recognize achievements
- individually calibrating challenge (up and down)
- meaningful feedback / reinforcement
- virtual badges, points, etc.
(3) Relatedness & health tech
•  Building opportunities for feeling connected to another
being:
–  Real-world friend / coach
–  Virtual-world friend / coach
–  A.I. friend / coach
–  Pets too!
•  About both giving & receiving care
•  Social-support among most robust ingredients; hi or low tech
Augmented Fantasy Sports:
As a Case Study
•  Traditional (sedentary) versions of online fantasy
sports are staggeringly popular
•  >34 million players in North American alone
•  19% of adult males in the U.S. played in 2010
•  They have proven effective at sustaining engagement
for long periods of time. Why?
–  Might they support psychological need satisfaction?
Traditional Fantasy Sports:
As psych need satisfying
Autonomy –
need
abundance of opportunities for choosing to custome rosters
linked to a powerful aspect of many people’s identify, i.e.,
affiliation with their regional sports team
competition with skilled peers is among the best methods
of foster optimal challenge
perf. feedback is provided daily/weekly/season-levels
Competence –
need
Traditional Fantasy Sports:
As psych need satisfying
Relatedness –
need sat.
Typically, league participants play with people they know,
often year-after-year
Many report that interaction on message boards is among
the most enjoyable aspects of the game
Our “Augmented” Fantasy Sports System
•  Combining traditionally sedentary online fantasy sports
with wearable activity tracking technology
Augmented Fantasy Sports:
As psych need satisfying
Autonomy – Let league members vote on physical activity goal setting
rules, e.g., maintain vs. increase, rate, consequences, etc.
Individually-calibrated physical activity goals based on
baseline-activity
Employed handicapping to foster competition between
league members of diff. fitness levels
Competence –
Relatedness – Physical activity data were posted twice weekly to message
boards, inciting discussion; limited impact of activity of game
Pilot testing aug fantasy sports
Summer 2013, 9 participants (M = 34 years) over 13 weeks
Key findings:
(1) Physical activity increased significantly
-  Mean steps/day increased significantly from the 1-week baseline
period (M=8,678) compared to the 12-week assessment (M=11,364),
t(8)=2.63, p < .05.
a >30% increase in PA
Pilot testing
Key findings:
(2) Participants rated augmented fantasy sports as
significantly more enjoyable than traditional, t(8) =
4.43, p < .01
Self-Determination Theory
as flexible framework
Take	
  Home	
  Message	
  
The SDT-derived principle of supporting psychological need satisfaction
should be applied flexibly to suit the particular health technology you’re
working with… and can complement user-centered design.
Thanks for your attention
Let’s discuss!
Arlen Moller, Ph.D.
Illinois Institute of Technology
amoller@iit.edu
@arlenmoller
More on aug. fantasy sports project:
http://t.co/NVJjCJCniI
Seeking dev & design partners!
Game Plan
•  Challenges facing designers of active video games
(AVGs)
•  A brief overview of self-determination theory
–  Psychological need satisfaction & intrinsic motivation
–  Broadly, how can this inform health & wellness tech design
•  Finally, a case study to help illustrate

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HxRefactored - Illinois Institute of Technology - Arlen Moller

  • 1. Theory-guided, Evidence-based Exergame Design: Augmented Fantasy Sports as Case Study Arlen Moller, Ph.D. Illinois Institute of Technology hx refactored conference Brooklyn, NY May 14th, 2014
  • 2. Proliferation of AVGs Explosive growth of active video games (AVGs) •  Console based games •  Wearable trackers •  Mobile Apps Business has been good!
  • 3. Tests of efficacy have yielded some disappointing findings… Console based games e.g. Nintendo Wii & Xbox Kinect •  Below min. threshold intensity (Scheer et al., 2013) •  Activity doesn’t generalize (Baranowski et al., 2012)
  • 4. Mobile apps Conroy et al. (May, 2014) analyzed the 167 most popular fitness apps Only 50% of the apps offered 1 or more evidence based strategies — - mostly feedback on performance, goal-setting, & social support Conroy’s conclusion: "We're drowning in data points without really capitalizing on them to change behavior more effectively." Disappointing efficacy findings…
  • 5. Self-determination theory •  44+ years of empirical research, 1000+ studies •  Focused on human motivation – Specifically, sustainability & enjoyment •  Edward Deci, Richard Ryan, 100s of others www.selfdeterminationtheory.org
  • 6. Self-determination theory Autonomous  Mo*va*on    characterized  by  the     experience  of  voli*on,  and     endorsement  of  one’s  ac*ons.             Controlled  Mo*va*on   characterized  by  the   experience  of  feeling   coerced  or  manipulated.   All  Human  Mo*va*on     (Force  +  Direc*on)  
  • 7. Self-determination theory Autonomous  Mo*va*on      -­‐  enjoyment  (intrinsic)    -­‐  meaningful  /  value  (integrated)   Controlled  Mo*va*on  –       -­‐  Chasing  rewards  (external)   -­‐  Avoiding  punishments   -­‐  Chasing  others’  approval   -­‐  Avoiding  shame  (introjected)   All  Human  Mo*va*on     **More sustainable; healthier**
  • 8. How can we increase autonomous motivation for an activity / technology? By supporting 3 basic psychological needs: 1. Autonomy 2. Competence 3. Relatedness - Feeling a sense of choice & endorsement of what you’re doing - Feeling a sense of increasing mastery / growth when being challenged - Feeling a sense of connection with others; supporting & being supported
  • 9. Psychological need satisfaction in tech-enabled virtual environments •  Both persistence and enjoyment of video game play was predicted by psychological need satisfaction, regardless of specific content, complexity, or genre of games (Ryan, Rigby, & Przybylski, 2006) •  51% of the variance in video game enjoyment was predicted by psychological need satisfaction (Tamborini et al., 2009)
  • 10. Key Question for HxR crowd: What would supporting psychological need satisfaction look like in terms of designing technologies to foster healthier behavior? Specifically, active video games (AVGs)
  • 11. There  are  no  cookie  cuLer  solu*ons…  but  we  can  s*ll  talk   about  generic  strategies  for  suppor*ng  psych.  needs   Key Question for HxR crowd: What would supporting psychological need satisfaction look like in terms of designing technologies to foster healthier behavior? Autonomy Competence Relatedness Autonomous motivation
  • 12. (I) Strategies for supporting AUTONOMY with technology •  Building opportunities for choices, customization - opportunities vs. obligations - shallow vs. meaningful choices
  • 13. (I) Strategies for supporting AUTONOMY with technology •  Providing rationale helps people own it •  Providing opportunities for user feedback, value it •  Tie in core aspects of user’s identity – thematically or with identity reflecting avatars
  • 14. (2) Competence & health technology •  Building opportunities for people to feel optimally challenged, and praised/recognize achievements - individually calibrating challenge (up and down) - meaningful feedback / reinforcement - virtual badges, points, etc.
  • 15. (3) Relatedness & health tech •  Building opportunities for feeling connected to another being: –  Real-world friend / coach –  Virtual-world friend / coach –  A.I. friend / coach –  Pets too! •  About both giving & receiving care •  Social-support among most robust ingredients; hi or low tech
  • 16. Augmented Fantasy Sports: As a Case Study •  Traditional (sedentary) versions of online fantasy sports are staggeringly popular •  >34 million players in North American alone •  19% of adult males in the U.S. played in 2010 •  They have proven effective at sustaining engagement for long periods of time. Why? –  Might they support psychological need satisfaction?
  • 17. Traditional Fantasy Sports: As psych need satisfying Autonomy – need abundance of opportunities for choosing to custome rosters linked to a powerful aspect of many people’s identify, i.e., affiliation with their regional sports team competition with skilled peers is among the best methods of foster optimal challenge perf. feedback is provided daily/weekly/season-levels Competence – need
  • 18. Traditional Fantasy Sports: As psych need satisfying Relatedness – need sat. Typically, league participants play with people they know, often year-after-year Many report that interaction on message boards is among the most enjoyable aspects of the game
  • 19. Our “Augmented” Fantasy Sports System •  Combining traditionally sedentary online fantasy sports with wearable activity tracking technology
  • 20. Augmented Fantasy Sports: As psych need satisfying Autonomy – Let league members vote on physical activity goal setting rules, e.g., maintain vs. increase, rate, consequences, etc. Individually-calibrated physical activity goals based on baseline-activity Employed handicapping to foster competition between league members of diff. fitness levels Competence – Relatedness – Physical activity data were posted twice weekly to message boards, inciting discussion; limited impact of activity of game
  • 21. Pilot testing aug fantasy sports Summer 2013, 9 participants (M = 34 years) over 13 weeks Key findings: (1) Physical activity increased significantly -  Mean steps/day increased significantly from the 1-week baseline period (M=8,678) compared to the 12-week assessment (M=11,364), t(8)=2.63, p < .05. a >30% increase in PA
  • 22. Pilot testing Key findings: (2) Participants rated augmented fantasy sports as significantly more enjoyable than traditional, t(8) = 4.43, p < .01
  • 23. Self-Determination Theory as flexible framework Take  Home  Message   The SDT-derived principle of supporting psychological need satisfaction should be applied flexibly to suit the particular health technology you’re working with… and can complement user-centered design.
  • 24. Thanks for your attention Let’s discuss! Arlen Moller, Ph.D. Illinois Institute of Technology amoller@iit.edu @arlenmoller More on aug. fantasy sports project: http://t.co/NVJjCJCniI Seeking dev & design partners!
  • 25.
  • 26. Game Plan •  Challenges facing designers of active video games (AVGs) •  A brief overview of self-determination theory –  Psychological need satisfaction & intrinsic motivation –  Broadly, how can this inform health & wellness tech design •  Finally, a case study to help illustrate