This document summarizes research on the impacts of exergames or active video games. It discusses physiological impacts such as increased energy expenditure and improvements in measures like blood pressure and body composition. It also discusses social and psychosocial benefits such as improved bonding and self-esteem. While exergames show potential for positive impacts, the document notes that longer term effects are unknown and more research is needed to understand long term behavioral changes. It also discusses implications for academic performance like improved grades and test scores when physical activity is increased. Overall, the research presented suggests exergames can provide health benefits but more work is still required to understand their full impacts and how to best design and implement exergames.
19. Physiological Impacts
Results include positive changes in:
•maximal oxygen consumption, vertical jump and systolic
blood pressure in college-age subjects,
(Warburton et al., 2007)
•heart rate, systolic and diastolic blood pressure, ventilation,
respiratory rate, oxygen consumption and energy
expenditure in young children
(Wang & Perry, 2006)
• a reduction of body fat and weight loss
(Trout, 2008)
www.gamesforhealth.org
20. Physiological Impacts
Results include positive changes in:
•maximal oxygen consumption, vertical jump and systolic
blood pressure in college-age subjects,
(Warburton et al., 2007)
•heart rate, systolic and diastolic blood pressure, ventilation,
respiratory rate, oxygen consumption and energy
expenditure in young children
(Wang & Perry, 2006)
• a reduction of body fat and weight loss
(Trout, 2008)
•
www.gamesforhealth.org
28. Physiological Impacts
• Enjoyment of intervention (Wollersheim et al., 2010,Trout, 2008)
• Game exertion is not a deterrent
(Haddock, Siegel, & Wilkin, 2010; Shubert, 2010, Sit, Lam, & McKenzie, 2010)
www.gamesforhealth.org
29. Physiological Impacts
• Enjoyment of intervention (Wollersheim et al., 2010,Trout, 2008)
• Game exertion is not a deterrent
(Haddock, Siegel, & Wilkin, 2010; Shubert, 2010, Sit, Lam, & McKenzie, 2010)
• Attendance and participation is increased (Warburton
et al., 2007)
www.gamesforhealth.org
30. Physiological Impacts
• Enjoyment of intervention (Wollersheim et al., 2010,Trout, 2008)
• Game exertion is not a deterrent
(Haddock, Siegel, & Wilkin, 2010; Shubert, 2010, Sit, Lam, & McKenzie, 2010)
• Attendance and participation is increased (Warburton
et al., 2007)
• Perceived exertion is lower (Wittman, 2010)
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32. Social and Psychosocial
• Positive impacts on bonding, group socialization, higher-
self esteem, mutual support and intergenerational
socializing, for older women (Wollersheim, 2010)
www.gamesforhealth.org
33. Social and Psychosocial
• Positive impacts on bonding, group socialization, higher-
self esteem, mutual support and intergenerational
socializing, for older women (Wollersheim, 2010)
• Beneficial social interaction and motivation for girls and
seniors (Suhonen, 2008, Jaana, 2006)
www.gamesforhealth.org
34. Social and Psychosocial
• Positive impacts on bonding, group socialization, higher-
self esteem, mutual support and intergenerational
socializing, for older women (Wollersheim, 2010)
• Beneficial social interaction and motivation for girls and
seniors (Suhonen, 2008, Jaana, 2006)
• Physical interaction and social interaction are linked
(Mueller, 2010, Lindley et al., 2008)
www.gamesforhealth.org
36. Long-Term Effects
•
Little is known about the long-term behavior changes related to
such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008)
www.gamesforhealth.org
37. Long-Term Effects
•
Little is known about the long-term behavior changes related to
such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008)
•
Need for more in-depth analysis to investigate the long-term
behavioral impacts of exergame use.
www.gamesforhealth.org
38. Long-Term Effects
•
Little is known about the long-term behavior changes related to
such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008)
•
Need for more in-depth analysis to investigate the long-term
behavioral impacts of exergame use.
(Biddiss & Irwin, 2010; Daley, 2009; Maloney et al., 2008; Martin et al., 2008; Ritterfeld et al.; Song, Kim, Tenzek, & Lee; Zwiauer, 2000)
www.gamesforhealth.org
39. Long-Term Effects
•
Little is known about the long-term behavior changes related to
such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008)
•
Need for more in-depth analysis to investigate the long-term
behavioral impacts of exergame use.
(Biddiss & Irwin, 2010; Daley, 2009; Maloney et al., 2008; Martin et al., 2008; Ritterfeld et al.; Song, Kim, Tenzek, & Lee; Zwiauer, 2000)
•
Promote exercise, improve user attitudes regarding physical
activity, and help establish healthier daily physical activity patterns
www.gamesforhealth.org
40. Long-Term Effects
•
Little is known about the long-term behavior changes related to
such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008)
•
Need for more in-depth analysis to investigate the long-term
behavioral impacts of exergame use.
(Biddiss & Irwin, 2010; Daley, 2009; Maloney et al., 2008; Martin et al., 2008; Ritterfeld et al.; Song, Kim, Tenzek, & Lee; Zwiauer, 2000)
•
Promote exercise, improve user attitudes regarding physical
activity, and help establish healthier daily physical activity patterns
(Lin, Mamykina, Lindtner, Delajoux, & Strub, 2006)
www.gamesforhealth.org
41. Long-Term Effects
•
Little is known about the long-term behavior changes related to
such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008)
•
Need for more in-depth analysis to investigate the long-term
behavioral impacts of exergame use.
(Biddiss & Irwin, 2010; Daley, 2009; Maloney et al., 2008; Martin et al., 2008; Ritterfeld et al.; Song, Kim, Tenzek, & Lee; Zwiauer, 2000)
•
Promote exercise, improve user attitudes regarding physical
activity, and help establish healthier daily physical activity patterns
(Lin, Mamykina, Lindtner, Delajoux, & Strub, 2006)
•
Parental and peer involvement improved youth participant’s
initial and sustained participation in exergame use
www.gamesforhealth.org
42. Long-Term Effects
•
Little is known about the long-term behavior changes related to
such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008)
•
Need for more in-depth analysis to investigate the long-term
behavioral impacts of exergame use.
(Biddiss & Irwin, 2010; Daley, 2009; Maloney et al., 2008; Martin et al., 2008; Ritterfeld et al.; Song, Kim, Tenzek, & Lee; Zwiauer, 2000)
•
Promote exercise, improve user attitudes regarding physical
activity, and help establish healthier daily physical activity patterns
(Lin, Mamykina, Lindtner, Delajoux, & Strub, 2006)
•
Parental and peer involvement improved youth participant’s
initial and sustained participation in exergame use
(Paez, et al., 2009)
www.gamesforhealth.org
43. Long-Term Effects
•
Little is known about the long-term behavior changes related to
such use. (Biddiss & Irwin, 2010; Haddock et al., 2009; Mellecker & McManus, 2008)
•
Need for more in-depth analysis to investigate the long-term
behavioral impacts of exergame use.
(Biddiss & Irwin, 2010; Daley, 2009; Maloney et al., 2008; Martin et al., 2008; Ritterfeld et al.; Song, Kim, Tenzek, & Lee; Zwiauer, 2000)
•
Promote exercise, improve user attitudes regarding physical
activity, and help establish healthier daily physical activity patterns
(Lin, Mamykina, Lindtner, Delajoux, & Strub, 2006)
•
Parental and peer involvement improved youth participant’s
initial and sustained participation in exergame use
(Paez, et al., 2009)
www.gamesforhealth.org
45. Academic Impacts
• Positive implications on academic achievement, absenteeism,
negative classroom behaviors, physical activity levels and tardiness
www.gamesforhealth.org
46. Academic Impacts
• Positive implications on academic achievement, absenteeism,
negative classroom behaviors, physical activity levels and tardiness
("The games in learning project," 2009; Hellmich, 2010; Shasek, 2009; Young, Marshak, Freier, & Medina, 2007)
www.gamesforhealth.org
47. Academic Impacts
• Positive implications on academic achievement, absenteeism,
negative classroom behaviors, physical activity levels and tardiness
("The games in learning project," 2009; Hellmich, 2010; Shasek, 2009; Young, Marshak, Freier, & Medina, 2007)
• Promoting physical fitness and increasing time in physical
education can lead to improved grades and standardized test
scores
www.gamesforhealth.org
48. Academic Impacts
• Positive implications on academic achievement, absenteeism,
negative classroom behaviors, physical activity levels and tardiness
("The games in learning project," 2009; Hellmich, 2010; Shasek, 2009; Young, Marshak, Freier, & Medina, 2007)
• Promoting physical fitness and increasing time in physical
education can lead to improved grades and standardized test
scores
(Castelli, Hillman, Buck, & Erwin, 2007; Chomitz et al., 2009; Active Living Research, 2009),
www.gamesforhealth.org
49. Academic Impacts
• Positive implications on academic achievement, absenteeism,
negative classroom behaviors, physical activity levels and tardiness
("The games in learning project," 2009; Hellmich, 2010; Shasek, 2009; Young, Marshak, Freier, & Medina, 2007)
• Promoting physical fitness and increasing time in physical
education can lead to improved grades and standardized test
scores
(Castelli, Hillman, Buck, & Erwin, 2007; Chomitz et al., 2009; Active Living Research, 2009),
• Classroom-based physical activities have positive associations on
academic behaviors, academic achievement (Centers for Disease Control and
Prevention, 2010), energy expenditure (Stewart, Dennison, Kohl, & Doyle, 2004) and on-task
behavior (Mahar et al., 2006)
www.gamesforhealth.org
51. We know games can help users
get physical activity...
www.gamesforhealth.org
52. how?
why?
We know games can help users
get physical activity...
with what kind of help?
www.gamesforhealth.org
53. Need
• Data-driven and original research
• Impacts of social factors
• Intervention design factors
• Implementation guidelines
• Game design recommendations
www.gamesforhealth.org
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www.gamesforhealth.org
59. Questions & Discussion
Barbara Chamberlin, PhD
bchamber@nmsu.edu
Michelle Garza
migarza@nmsu.edu
This project was supported by National Research Initiative Grant #2008-55215-18837
from the USDA National Institute of Food and Agriculture.
www.gamesforhealth.org
Notes de l'éditeur
\n
\n
A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
A bit about my perspective in looking at research... I don’t consider myself a researcher, but a developer primarily. In fact, my faculty position in non-teaching... no students, no grad students... I was tenured on my ability to write and obtain grants, and produce educational games and tools, and help people use games in ways that make their lives better... which is how we got here.\n
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And when I do literary research... it is to make the case to grant funders. that researcher, development is needed... that games can be a viable way to educate, do behavior change, etc. That bias is going to be reflected in what you see today. \n
And when I do literary research... it is to make the case to grant funders. that researcher, development is needed... that games can be a viable way to educate, do behavior change, etc. That bias is going to be reflected in what you see today. \n
And when I do literary research... it is to make the case to grant funders. that researcher, development is needed... that games can be a viable way to educate, do behavior change, etc. That bias is going to be reflected in what you see today. \n
And when I do literary research... it is to make the case to grant funders. that researcher, development is needed... that games can be a viable way to educate, do behavior change, etc. That bias is going to be reflected in what you see today. \n
And when I do literary research... it is to make the case to grant funders. that researcher, development is needed... that games can be a viable way to educate, do behavior change, etc. That bias is going to be reflected in what you see today. \n
And when I do literary research... it is to make the case to grant funders. that researcher, development is needed... that games can be a viable way to educate, do behavior change, etc. That bias is going to be reflected in what you see today. \n
And when I do literary research... it is to make the case to grant funders. that researcher, development is needed... that games can be a viable way to educate, do behavior change, etc. That bias is going to be reflected in what you see today. \n
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trout was 8 week study in ddr\n
trout was 8 week study in ddr\n
competitive game play yields higher energy expenditure\n
competitive game play yields higher energy expenditure\n
competitive game play yields higher energy expenditure\n
competitive game play yields higher energy expenditure\n
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NOT Much done here. Physically active games actually prompt social interaction.\n
NOT Much done here. Physically active games actually prompt social interaction.\n
NOT Much done here. Physically active games actually prompt social interaction.\n
NOT Much done here. Physically active games actually prompt social interaction.\n
not much here... so here are some references that say, there aren’t much here.\n
not much here... so here are some references that say, there aren’t much here.\n
not much here... so here are some references that say, there aren’t much here.\n
not much here... so here are some references that say, there aren’t much here.\n
not much here... so here are some references that say, there aren’t much here.\n
not much here... so here are some references that say, there aren’t much here.\n
not much here... so here are some references that say, there aren’t much here.\n
not much here... so here are some references that say, there aren’t much here.\n
a word here... not journals... some news articles... not really peer reviewed stuff here... just potential. \n
a word here... not journals... some news articles... not really peer reviewed stuff here... just potential. \n
a word here... not journals... some news articles... not really peer reviewed stuff here... just potential. \n
a word here... not journals... some news articles... not really peer reviewed stuff here... just potential. \n
a word here... not journals... some news articles... not really peer reviewed stuff here... just potential. \n