Presentation about future directions in the design and technology of active games, at The Power of Play: Innovations in Getting Active, a research summit sponsored by the American Heart Association and Nintendo of America.
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
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
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
The future:
Socially networked
• Friends work out together
• Competitions, teams
• Dance performances
• Social support
• Social games that require activity
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
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
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
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
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