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

Director, Center for Digital Games Research à University of California, Santa Barbara
12 Feb 2015
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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
  17. Treadmill Desk
  18. The future: Socially networked • Friends work out together • Competitions, teams • Dance performances • Social support • Social games that require activity
  19. Geocaching
  20. Expresso Fitness bikes
  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
  22. Nike+ Sportwatch GPS
  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.”
  26. Fitbit activity meter
  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
  30. Winds of Orbis
  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
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