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Future Directions
Debra Lieberman, Ph.D.
Director, Health Games Research
www.healthgamesresearch.org
Active Play Video Games: Future Directions for
Research, Design, and Implementation
Debra Lieberman, Ph.D.
Director, Health Games Research
University of California, Santa Barbara
www.healthgamesresearch.org
Twitter: @GamesResearch
January 13, 2011
San Francisco, CA
Games…
• Rule-based activities that involve challenge to reach
a goal and provide feedback on progress
• Motivating, immersive, experiential
• Networked, mobile, social
• Digital games use technology completely and/or to
support real-world activity
Active Play Video Games
• Innovations…
– Interfaces and technologies
– Networks
– Game design elements
– Genres
– Tools and apps
– Research methods
Interfaces and technologies
• Exertion interfaces
• Pads, boards, and
remote controllers
• Camera interfaces
• Gym equipment
• Mobile apps
• ARGs
• Robots
Networks
• Nintendo Wii
• Mobile games
and apps
• Nike+
• Geocaching
• ARGs
Game design elements
• Intuitive, natural play
• Social influence, social
norms
• Coaching
• Nurturing of characters
• Competition &
collaboration
Genres
• Sports challenges
• Fitness and workouts
• Dance contests
• Adventure games with
exertion interface (Orbis)
• Treasure hunt (mobile)
• Social network, rewards
(Zamzee)
Tools and apps
• Activity and sleep meters, accelerometers
• Web sites to track progress
• Games to motivate physical activity
• Sensors
Research methods
• Activity tracking (user diaries, sensor input)
• Medical devices detect immediate and long-term
health impacts (wireless scale, GSR, heart rate
monitor; a blood pressure cuff now connects to the
iPhone)
• Facial tracking detects emotions
• Data mining of usage, outcomes
What does the future hold?
The future:
Sensors
• More convenient
• More powerful
• More varied
• More clinical measures
• Emotions and attitudes, not just physiological data
• Sensors activate rewards and effectors (real-world
events)
Cardio Trainer, an Android app
• Tracks workout with
GPS, pedometer
• Tracks calories
burned
The future:
Convergence
• We will expect our active play video games to be
feature-rich and connected to networks
• TV and active play will converge
• Workplace will have rewards and incentives for
physical activity, including a treadmill desk
Smart Cycle from Fisher-Price
Zippity learning system from Leapfrog
Treadmill Desk
The future:
Socially networked
• Friends work out together
• Competitions, teams
• Dance performances
• Social support
• Social games that require activity
Geocaching
Expresso Fitness bikes
The future:
Clinically networked
• Health care providers
will prescribe active
video games
• Technology will report
usage to clinic,
medical record
• Games as ice-breakers
between patient and
clinician
Nike+ Sportwatch GPS
The future:
The quantified self
• Individuals will track their physical activity data in
more sophisticated and powerful ways
• Data will lead to coaching and learning
• Data will go to personal health record and to clinic
Zamzee, from HopeLab
Reward system is the game
Fitbit activity meter
• “The Fitbit syncs with our fitness &
nutrition tracking website.”
Fitbit activity meter
The future:
A wealth of data for research
• User diaries
• Sensor data
• Usage data
• Devices to measure aerobic
effort, vital statistics
• New survey and self-report
instruments
RunKeeper
• “RunKeeper makes
tracking your
workouts fun, social,
and easy to
understand…”
The future:
Realistic exertion interfaces
• Immerse the player in the action
• Require coordination, balance, eye-hand
coordination, and other skills, not just cardio
effort
• Monitor progress, such as yoga, balance,
strength, stretch, and floor exercises
Winds of Orbis
In the future we will also see…
• Tailored games based on player’s individual health
status, needs, interests, and abilities
• Player’s data entered into the game
• Use of avatars, nurturing of characters
• Active games integrated with other lifestyle behavior
change – nutrition, stress management, etc.
In the future we will also see…
• More behavioral health strategies integrated into games
(such as social influence, self-efficacy)
• More research and development – to discover principles of
active play game design to improve effectiveness of future
games
• A new standard – consumers, providers, and practitioners
will demand evidence that a game is effective
• Behavioral health specialists will be on the research team to
improve the factors that lead to motivation and behavior
change
Conclusions
• All of the examples are games – involving challenge
to reach a goal
• Games can stand alone or be integrated into larger
health promotion interventions or treatments
• Active play video games address a variety of
outcomes, not just cardio workouts
– A game is not a failure if it does not raise heart rate
– Let’s get the word out!
Thank you!
Debra Lieberman, Ph.D., Director
Health Games Research
www.healthgamesresearch.org
Twitter: @GamesResearch

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The Power of Play: Future Directions, 1-12-11

  • 1. Future Directions Debra Lieberman, Ph.D. Director, Health Games Research www.healthgamesresearch.org
  • 2. Active Play Video Games: Future Directions for Research, Design, and Implementation Debra Lieberman, Ph.D. Director, Health Games Research University of California, Santa Barbara www.healthgamesresearch.org Twitter: @GamesResearch January 13, 2011 San Francisco, CA
  • 3. Games… • Rule-based activities that involve challenge to reach a goal and provide feedback on progress • Motivating, immersive, experiential • Networked, mobile, social • Digital games use technology completely and/or to support real-world activity
  • 4. Active Play Video Games • Innovations… – Interfaces and technologies – Networks – Game design elements – Genres – Tools and apps – Research methods
  • 5. Interfaces and technologies • Exertion interfaces • Pads, boards, and remote controllers • Camera interfaces • Gym equipment • Mobile apps • ARGs • Robots
  • 6. Networks • Nintendo Wii • Mobile games and apps • Nike+ • Geocaching • ARGs
  • 7. Game design elements • Intuitive, natural play • Social influence, social norms • Coaching • Nurturing of characters • Competition & collaboration
  • 8. Genres • Sports challenges • Fitness and workouts • Dance contests • Adventure games with exertion interface (Orbis) • Treasure hunt (mobile) • Social network, rewards (Zamzee)
  • 9. Tools and apps • Activity and sleep meters, accelerometers • Web sites to track progress • Games to motivate physical activity • Sensors
  • 10. Research methods • Activity tracking (user diaries, sensor input) • Medical devices detect immediate and long-term health impacts (wireless scale, GSR, heart rate monitor; a blood pressure cuff now connects to the iPhone) • Facial tracking detects emotions • Data mining of usage, outcomes
  • 11. What does the future hold?
  • 12. The future: Sensors • More convenient • More powerful • More varied • More clinical measures • Emotions and attitudes, not just physiological data • Sensors activate rewards and effectors (real-world events)
  • 13. Cardio Trainer, an Android app • Tracks workout with GPS, pedometer • Tracks calories burned
  • 14. The future: Convergence • We will expect our active play video games to be feature-rich and connected to networks • TV and active play will converge • Workplace will have rewards and incentives for physical activity, including a treadmill desk
  • 15. Smart Cycle from Fisher-Price
  • 16. Zippity learning system from Leapfrog
  • 18. The future: Socially networked • Friends work out together • Competitions, teams • Dance performances • Social support • Social games that require activity
  • 21. The future: Clinically networked • Health care providers will prescribe active video games • Technology will report usage to clinic, medical record • Games as ice-breakers between patient and clinician
  • 23. The future: The quantified self • Individuals will track their physical activity data in more sophisticated and powerful ways • Data will lead to coaching and learning • Data will go to personal health record and to clinic
  • 24. Zamzee, from HopeLab Reward system is the game
  • 25. Fitbit activity meter • “The Fitbit syncs with our fitness & nutrition tracking website.”
  • 27. The future: A wealth of data for research • User diaries • Sensor data • Usage data • Devices to measure aerobic effort, vital statistics • New survey and self-report instruments
  • 28. RunKeeper • “RunKeeper makes tracking your workouts fun, social, and easy to understand…”
  • 29. The future: Realistic exertion interfaces • Immerse the player in the action • Require coordination, balance, eye-hand coordination, and other skills, not just cardio effort • Monitor progress, such as yoga, balance, strength, stretch, and floor exercises
  • 31. In the future we will also see… • Tailored games based on player’s individual health status, needs, interests, and abilities • Player’s data entered into the game • Use of avatars, nurturing of characters • Active games integrated with other lifestyle behavior change – nutrition, stress management, etc.
  • 32. In the future we will also see… • More behavioral health strategies integrated into games (such as social influence, self-efficacy) • More research and development – to discover principles of active play game design to improve effectiveness of future games • A new standard – consumers, providers, and practitioners will demand evidence that a game is effective • Behavioral health specialists will be on the research team to improve the factors that lead to motivation and behavior change
  • 33. Conclusions • All of the examples are games – involving challenge to reach a goal • Games can stand alone or be integrated into larger health promotion interventions or treatments • Active play video games address a variety of outcomes, not just cardio workouts – A game is not a failure if it does not raise heart rate – Let’s get the word out!
  • 34. Thank you! Debra Lieberman, Ph.D., Director Health Games Research www.healthgamesresearch.org Twitter: @GamesResearch