4. Symposium Overview
• Part 1
• “In the Zone” - Flow Experience, Enjoyment and Mood after ExerGame
Play - Dr Alasdair G Thin
• Social Experiences in Group-based ExerGaming - Lisa Hansen
• Social and Psychological Correlates of Purchasing and Playing Behavior
of both Sedentary and Active Video Games - Monique Simons
• Part 2
• Perceptual Motor Skills Development and Psychological Benefits of
FootGaming - Judy Shasek
• Lessons from ExerGaming Research in Youth Settings - Dr Ann Maloney
• Questions & Answers / Discussion
#g4h09sym
6. What is so Special about ExerGaming?
Novelty Stepping
Stone
Contemplation Preparation
Exer-
Gaming
wwarby Maintenance Action
Pathway Becksta1
Calorie Burn
Gateway
immarkcz
shorty539
starrynight1
7. Game-based Paradigm Shift
Persuasive Message (“Exercise is Good for You!”)
Perceived Future Reward
Persuasive Interactive Experience
Immediate Real Reward
#g4h09sym
8. Focus on ExerGaming Outcomes
• Liberty • Fraternity
• Fun • Belonging
• Enjoyable • Relatedness
• Engaging-Experience • Socialization
• Cooperation
• Equality
• Meaningful
Challenge /
Competition
a.k.a. “The People’s Republic of ExerGaming”
9. “In the Zone” - Flow Experience, Enjoyment and Mood
after ExerGame Play - Dr Alasdair G Thin
• Exercise is a Hard Sell !!
• Persuasive Interactive Experience
• Flow Concept - “In the Zone”
• Subjects played 6 ExerGames in a randomized
order
• Enjoyment rating related to game play mechanic?
• Several ExerGames (and conventional Bike exercise)
resulted in an increase in Tension mood rating
• Flow State Experience whilst ExerGaming resulted in
2 subscales scoring higher compared to conventional
physical activity
• Proposed ExerGaming Paradox
10. Social Experiences in Group-based ExerGaming
Lisa Hansen
• Opportunity for social engagement, Enjoyment is a primary experience
• When allocated partners children still interact positively
• Discussions involve strategies, assistance and competition
• Social engagement helps encourage Flow experiences and a persistence
to play
• Children prefer to learn independently from exploring the game or from
another peer
• Careful implementation is essential to foster positive social experiences
(i.e. reduce frustration, disappointment and anxiety)
• What are the implications for ExerGame design?
• What are the implications for ExerGame interventions?
11. Social and Psychological Correlates of Purchasing and
Playing Behavior of both Sedentary and
Active Video Games - Monique Simons
• Exergames: an effective way to prevent overweight
and obesity in a family setting?
• Correlates of purchasing and playing video games
• Differences between exergaming and inactive gaming?
• Qualitative research: focus group
• Children aged 8 through 12 years old
• Correlates: motivational aspects, social aspects,
interface, physical activity, parenting style
• Implications for survey into predictors of purchasing
and playing exergames and inactive video games
• Implication for exergaming intervention?
12. Perceptual Motor Skills Development and Psychological
Benefits of FootGaming - Judy Shasek
• FootPOWR peripheral is a pad comprising of a series of foot operated switches
that can be used as an input controller
• Being actively engaged, while standing, balancing and interacting with computer
software places a wide range of cognitive demands on the player.
• Video games plus physically active input can result in students better prepared to
learn
• FootPOWR allows students to interact with games that are proven to reduce stress
and anger and improve mood
• FootGaming is easily added to the learning environment at the time and place it’s
needed
• Students develop a sense of empowerment toward learning when they realize that
they can give their brain what it needs to be more productive
• Research has linked active rhythmic play with increased language discrimination
and development, math ability, improved school grades, better-adjusted social
behavior, and improvements in quot;spatial-temporal reasoning,quot; - a cornerstone for
problem solving
13. Social Context Matters in Exergaming Research
-- Successes and Challenges
Dr Ann Maloney
• Study your context, since school and home have
rulemakers with different agendas
• Data talks: protect your best endpoint and find
objective measures (beg, borrow, steal actigraphs if
consultant says so)
• Families really want to please you, schools really
want free stuff, nail motivation
• Encouragement and competition are obvious, but
also find out barriers and downsides