1) An alternate reality game called The Skeleton Chase was designed and tested to influence physical activity levels in college students.
2) Preliminary findings showed students who participated in the game increased their average weekly steps by over 18,000 compared to the control group.
3) While weight gain was still significant for both groups, psychological attractiveness of the game design positively influenced physical activity outcomes. Improvements to the game design were identified for the next iteration.
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The Skeleton Chase: Health Based ARG
1. Using Alternate Reality Games to Influence Physical Activity in the College Population Jeanne Johnston Anne Massey Lee Sheldon Indiana University 2009 Games for Health
4. The Team Health and PA Game Designer Psychological Attractiveness Technology
5. Background & MotivationWhy College Students? Transition from high school to college Physical activity decreases & % overweight increases “Millennial” student Teamwork, experiential activities, and use of technology Pew Internet & American Life Project 65% of college students play games
7. Core Research Questions Q1: What is the efficacy of a game-based intervention –an Alternate Reality Game – as a means to influence physical activity? Q2: What design aspects drive the “Psychological Attractiveness” of game play?
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9. The Beast, I love bees, Year Zero, World without Oil
24. H1: Participation in game play will have a positive effect on behavioral, physiological, and anthropometric outcomes P105 players will exhibit more positive outcomes than P105 control group H2: Participation in game play will lead to sustained outcomes Post-intervention outcomes will not regress to baseline levels H3: Perceived “psychological attractiveness” of the game will have a positive moderating effect on outcomes Higher levels of game attractiveness will lead to more positive outcomes Hypotheses
25. Student players (n = 60) Control group (n = 60) Players and control enrolled in P105 Foundations of Fitness and Wellness Game play replaced weekly physical activity lab Data Collection Pre- and Post- Physiological and Anthropometric Data Collection Pre- and Post- Behavioral Survey Post- Psychological Attractiveness (Game Design) Survey Weekly step data SC Method
26. The Skeleton Chase 7 weeks fall 2008 IU Bloomington campus Media Websites (real and fictional) Blogs Email Phone calls Text messages Staged locations Live performances Mental Challenges Puzzles Riddles Physical Challenges
27. Clues to the Mystery Are Everywhere Photographs Google and IU Website Search Video This Presentation
37. “I really liked getting out of the classroom.” “As my team was playing, we got to learn about facilities we could use like the pool.” “The game really did motivate me to walk – since I learned a lot about the campus, I know it is quicker and better for me to walk to class than take the bus.” “I liked working with my team and it was fun getting to know them.” “I really felt like I was using brain muscle.” “The time to play the game each week took too long compared to other lab [non-game] sections.” “I wish I could have picked my own team. We didn’t know each other and our schedules were different.” “… did you steal your shoes?” “… are you on house arrest?” Sample Comments
38. Successful in positively influencing physical activity Weight gain significant for both players and control Should be independent of class Self-select teams important Need to increase health-related knowledge in the game Validate Psychological Attractiveness Scale SC Observations