theory based approach for evaluating exergames (active video games) as persuasive technology
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A theory-based framework for
evaluating exergames as persuasive
technology
CCenter for enter for WWireless & ireless & PPopulation opulation HHealth ealth SSystemsystems
UC San DiegoUC San Diego
Exergames
Video games that use exertion-based interfaces.
Platforms include Nintendo Wii, XaviX, Sony EyeToy.
Common games include tennis, bowling, boxing, golf, dance.
Exergames
Games that use exertion-based interfaces
e.g., • DDR• Wii Sports• Wii Fit • Xavix• Gamercize• PC Gamerbike• Eye toy• Shadow Boxing• Plug-ins
Exergames
Exergames
Xavix controllers are shaped like sports equipment.
Xavix
http://www.acefitness.org/getfit/studies/WiiStudy.pdf
““The take-home The take-home message is that imessage is that itt’’s better than s better than sitting aroundsitting around”” Dr. John Porcari.Dr. John Porcari.
Exergame Potential
Promote physical activity
Replace sedentary time
Motor skill development
Provide safe environment for activity
Allow player to engage in sports that have barriers (e.g., elderly can bowl in home)
Background
Games are rich microsuasion environments (Fogg, 2003, Oblinger, 2004; Science, 1/2/2009).
What’s attractive about games? Why does game play decline over time?
Limited understanding of theory-based behavior change principles used in exergames.
Madsen et al. , 2007Madsen et al. , 2007
Study Aims
The proposed study:
Quantifying behavior change principles within a set of games (Phase 1).
Correlating behavior change principles with adolescents’ experiences (Phase 2).
Determining if games with theoretical behavior change principles increase and sustain physical activity in the home setting (Phase 3).
Operant Theory
http://www.flickr.com/photos/kubina/347687569/
Operant/Learning Theory
Antecedent Behavior Consequence
Repeated interaction w/contingencies shapes behavior.
Contingencies within exergames not formally evaluated.
StimuliStimuli StimuliStimuli
Methods and Framework
Aim – to identify and code learning theory principles
Develop operational definitions
Develop coding methods
Lay descriptions of contingencies
Technical analysis of contingencies
Qualitative & quantitative summaries
Behavior
Behavior
Conventional video games - mainly thumb and finger movements.
Exergames - walking, running, sliding, jumping, throwing, and hitting — gross motor skills that are considered the building blocks of complex movement patterns required in many ‘real world’ sports and exercises.
Measureable Dimensions of Behavior
Form – topography of behavior
Frequency - # responses
Rate - frequency/time
Intensity – force of response
Duration – continuous bout of behavior
Latency – time between signal and response
*Games aim to increase or decrease these dimensions using contingencies.
EXAMPLE – XAVIX POWERBOXING
Level Hits Time Rate per second1 20 10 2.00
Rate
Rate
Level Hits Time Rate per second1 20 10 2.002 25 10 2.503 45 15 3.004 55 15 3.675 80 20 4.006 90 20 4.507 125 25 5.008 140 25 5.609 180 30 6.0010 200 30 6.67
Consequences
Persuading with Consequences
Reinforcing Stimuli*Positive Reinforcers Gain points Praise or affirmations Positive sounds (applause, coins) Positive images (thumbs up) Vibrations assoc. w/success Visual effects Advance to the next level Access to special areas/items Add time Improvements in skill Bonus lives
Negative Reinforcers Slow down game Remove obstacles Avoidance of losing Remove built-up columns/rows Decrease opponent’s life force Avoid losing your life force
Aversive Stimuli*Penalties and Punishers Lose points Critical or negative messages
(Failed!) Negative sounds (zaps, boos, other) Negative images (thumbs down) Vibrations assoc. w/failure Visual effects Penalized a level Present obstacles Lose time Lose skills Speed up game
*Meant to be a partial list
Persuading with Consequences
Positive and negative reinforcement increase the probability of behavior.
Penalties and punishment decrease the probability of behavior.
Withholding reinforcement decreases the probability of behavior
Qualities of Consequences
1. Magnitude of reinforcement
White pin = 1 point, Gold pin = 100 points
2. Immediacy of reinforcement
<1 sec in video games. Standardized.
Unlike real life. Not an issue within games.
Qualities of Consequences Cont.
3. Schedules of reinforcement – protocol for determining when responses will be reinforced.
Continuous – every punch is rewarded Fixed schedules – every 5th punch Variable schedules – every 5th punch on average
Variables schedules add unpredictability to games.
4. Differential reinforcement and shaping reinforcing certain responses and not others
EXAMPLE – XAVIX POWERBOXING PUNCHFAST
GAME
•For each punch on the boxing bag, the game presents:-1 point increase- Audible “punching” noise - Visual red halo around glove–bag connection- A shaking screen
•For each punch that does not hit the boxing bag, the game presents:
- No point increase- No audible sound - No visual halo- No shaking screen
EXAMPLE – XAVIX POWERBOXING
PUNCHFAST GAMELevel 1 – 20 punches in 10 sec. (rate = 2 punches/sec.)
If player passes level requirement, the game presents:• Visual text “Succeeded” •“Victory” sound• Applause sound• Gold star for that level• Image of Jackie Chan with his thumbs up saying one of the following comments:
o How can you be so fast handed!?o You are better than I expected.o Cool! Go ahead and make your opponents feel your power.
If the player does not pass the level requirement, the game presents:• Visual text “Failed” • “ernt, ernt, ernt” sound• Gray star for that level• Image of Jackie Chan with either his fists up OR his hands on his head saying one of the following comments:
oTake a deep breath and try one more time.oKeep your punches tight and accurate!oSpeed up!
Antecedents
Persuading with Antecedents
Antecedents Behavior Consequences
Instructions, rules, behavioral modeling, visual or auditory stimuli Teach or demonstrate new behavior
Prompt a response
Signal change in the consequences - Evoke different behavior
CASE EXAMPLE – BEHAVIORAL
MODELING
CASE EXAMPLE – BEHAVIORAL
MODELING
CASE EXAMPLE – INSTRUCTIONS
Actual Play
Contingencies
Each time the player knocks down one white pin, the game: Presents an increment of 120 points (Pos. Reinforcement)
Each time the player knocks down one gold pin, the game: Presents an increment of 240 points. (Pos. Reinforcement) Presents an ‘energizing sound’. (Pos. Reinforcement) Presents “SUPERMODE” (Pos. Reinforcement) Presents music associated with SUPERMODE (Pos. Reinforcement) Decreases game pace (slows down) (Negative Reinforcement) Presents cumulative count of pins (Pos. Reinforcement)
Each time the player knocks down one black pin, the game: Presents “Penalty” (Pos. Punishment) Decrease of 1 ball in stock (Negative Punishment) Presents “do do do” sound. (Positive Punishment) During SUPERMODE (Antecedent - SD) , each time a player knocks down a white pin, the
game: Presents an increment of 150 points Adds more time to SUPERMODE play (resets the time counter) (Pos. Reinforcement) Adds 1 point to the cumulative count of pins (Pos. Reinforcement) Adds 1 point to bonus fraction (when fraction = 1, bonus ball awarded) (Pos.
Reinforcement – FR5)
Layering of Contingencies
Many many contingencies exist
Multiple behavior-consequence relationships
Moment-to-moment
First discrete break in game play
Second discrete break
3ed, etc.
Hierarchy of contingencies based on aggregate behavior
Qualitative Analysis
Term Construct Details Raw datab topo left jabb topo right jabb topo left hookb topo right hookb rate Increases the rate of punches per second across levels
c pr cr For each punch on the boxing bag, the game presents 1 point increasec pr cr For each punch on the boxing bag, the game presents an Audible “Punching” noise
c pr crFor each punch on the boxing bag, the game presents a red visual halo around glove – bag connection
c pr cr For each punch on the boxing bag, the game presents a shaking screen.c wr dr For each punch that does not hit the boxing bag, the game presents no point increase
KEY: KEY: b = behavior; c = consequence; topo = topography/form; pr = positive b = behavior; c = consequence; topo = topography/form; pr = positive reinforcement; nr = negative reinforcement; wr = withholding reinforcement; reinforcement; nr = negative reinforcement; wr = withholding reinforcement; dr = differential reinforcement; cr = continuous reinforcementdr = differential reinforcement; cr = continuous reinforcement
So What?
Evaluate on EE & Behavior change principles
Which principles used for microsuasion?
Which principles are not used for macrosuasion aim?
1) Low EE High Fidelity 2) High EE Low Fidelity 3) Low EE Low Fidelity / High EE Low Fidelity
Recommendations for other populations:
Parents – which games promote exercise adoption?
PE teachers – which games promote generalization (from simulations to real world)?
Physicians - cardiac rehabilitation – which games promote exercise adherence?
Thanks for your Attention!
CCenter for enter for WWireless & ireless & PPopulation opulation HHealth ealth SSystemsystems
UC San DiegoUC San Diego
Marc.Adams@asu.eduMarc.Adams@asu.edu
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