This document discusses using innovative media like exergames and social media for health promotion. It suggests that exergames can provide an engaging interactive experience for exercise while social media allows for a sense of belonging, relatedness, and cooperation. Persuasive technologies leveraging social networks could help create supportive virtual environments for health behavior change at a population level.
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Liberty, Equality & Fraternity - ExerGames, Social Media & Health
1. Liberty, Equality & Fraternity
- ExerGames, Social Media & Health
Innovative Media for a Digital
Economy Workshop
FACT, Liverpool UK
March 17, 2009
Dr Alasdair G Thin, BSc, PhD
a.g.thin@thin.me.uk
www.GamerSizeScience.org
2. A.G.Thin CV Tag Cloud
active-video-games affect alternate-reality augmented-reality
anatomy blog body-composition coaching complex-
challenges
computers education
systems consoles diet embodied-interaction
e x e rc i s e -
e m e r g e n t - p ro p e r t i e s engaging-experience
physiology exercise-psychology exergames exergaming
flow fun games health-behavior health-promotion human-
physiology information-technology instructing interactive-experience
internet learning leisure life media mobile-phones motor-skill
nutrition pedagogy physical-activity play presence
movement
sensors skill-development social-media sports-science
stepping-stone supportive-environment technology tourism
video-games virtual-reality web
6. What is a Game?
Play with rules Challenge
Anxiety
Flow State
Opie & Opie. (2008). Children's Games in
Street and Playground.
Engaging Interactive
Experience
A Well-Being Economy
Boredom
Barr et al (2006). Lect Notes Comput Sc,
3962, 60-71.
Ability
20. Social Media and Behavioral
Change
Negatives
Positives
Privacy
Afiliation
Security
Access Opinions Experiences
Participation
Khaled et al, (2006). Lect Notes Comput Sc, 3962, 104-107.
Peer Support
Goal Setting
Sense of Responsibility
21. Supportive Environments
Health Promotion
Prevention Empowerment
Education
Ottawa Charter for Health Promotion (WHO, 1986)
Create Supportive Environments (Physical)
Supportive “Virtual” Environment ?
Readily developed
Lower cost
Scaleable to population level
22. Game-based Paradigm Shift
Persuasive Message (“Exercise is Good for You!”)
Perceived Future Reward
Persuasive Interactive Experience
Immediate Real Reward
23. mHealth for Development
Education Awareness
Remote Data
Collection
Remote Monitoring
Professional
Communication
Training
Disease Epidemic
Tracking
Diagnostics
Treatment Support
http://www.unfoundation.org/global-issues/technology/mhealth-report.html
24. Who is Setting the Agenda?
personalized health program
fun incentive
physical challenges
also features trivia games,
hints and tips
learn everything you need to
know about proper nutrition
and working out
http://www.touchgenerations.com http://myhealthcoach.uk.ubi.com/