The document discusses using interactive digital media like video games and mobile technologies to promote physical activity and wellness. It proposes strategies like expanding the definition of media for health interventions to include emerging technologies, and encouraging technology companies to develop products that track and promote physical activity. Overall, the document argues that interactive digital media could potentially support public health goals through persuasive experiences, immediate rewards for exercise, and by making exercise more accessible and socially inclusive.
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In the Game: Interactive Digital Media, Physical Activity, Health and Wellbeing
1. “In the Game”: Interactive
Digital Media, Physical
Activity, Health and Wellbeing
Southern California Clinical & Translational
Science Institute, May 16th 2011
Dr Alasdair G Thin BSc, PhD
Heriot-Watt University, Scotland
2. Translational Research
• concern about lack of • need practical
impact of traditional application of research
research
• require novel solutions
STRATEGY 8: Expand the definition of media for mediated interventions to include new and emerging
technologies such as global positioning systems, video gaming, and other technologies. Identify funding for
research to develop evidence that supports or opposes the use of existing and emerging technologies for
increasing physical activity.
TACTICS
• Encourage technology companies, such as cellular phone manufacturers and service providers, global
positioning systems manufacturers, and health-e games manufacturers, to research and develop products
and applications that promote and track physical activity.
3. Nature of the Problem...
“Our public health problems are
not, strictly speaking, public health
questions at all. They are questions
of individual lifestyle... They are the
result of millions of individual
decisions, at millions of points in
time.”
Tony Blair: Speech on Healthy Living, 2006.
4. Part of the Problem...
www.flickr.com/photos/malingering www.flickr.com/photos/bignavijp
6. Historical Trends in Energy Balance
Exciting EE < EI
F
?
O
O
D
EE > EI EE > EI
Bland
Bland EXERCISE Exciting
7. Principles of Systems Biology
• biological functionality is multilevel
• transmission of information is not one way
• DNA is not the sole transmitter of inheritance
• the theory of biological relativity; there is no privileged
level of causality
(Noble, 2008)
• gene ontology will fail without higher- level insight
• there is no genetic program
• there are no programs at any other level
• there are no programs in the brain
• the self is not an object
• list is incomplete - a genuine ‘theory of biology’ does
not yet exist
(Noble, 2003)
17. Health Agencies Getting Interested?
http://news.bbc.co.uk/1/hi/health/7262770.stm
http://www.nytimes.com/2007/04/30/health/30exer.html
18. Who is Setting the Agenda??
personalized health program
fun incentive
physical challenges
also features trivia games,
hints and tips
learn everything you need to
know about proper nutrition
and working out
http://www.touchgenerations.com http://myhealthcoach.uk.ubi.com/
23. Games as:
“Cognitive-Emotional Integration Engines”?
Storytelling a significant feature of human
culture
Meaning making is important in Health
and Wellbeing (Narrative Medicine)
Games could help in health and wellbeing
“Meaning Making” process
24. The Magic Circle of Games
antonioperezrio.es
“...the consequences of the activity are negotiable” (Juul, 2005)
25. A Definition of Exergaming
Exergaming is a 'beneficial'
exertion experience gained
through the interfacing of physical
activity and multimedia gaming.
26. Persuasive Technology
Persuader
Companion (mobile phone)
Persistent
Anonymous ?
Data store and resources
Multi-modal
www.onzo.co.uk
Context-aware
Timely messages
Scaleable to population level
www.clearstandards.com (IJsselsteijn, 2006)
33. Social Media and Behavioral
Change
Positives Negatives
Affiliation Privacy
Access Opinions & Experiences Security
Participation
Khaled et al, (2006). Lect Notes Comput Sc, 3962, 104-107.
Peer Support
Goal Setting
Sense of Responsibility
34. Energy Expenditure
- (Calorie burn)
http://www.physoc.org/custom2/publications/proceedings/archive/article.asp?ID=Proc%20Life%20SciencesPC438
35. Exergames are Not All Equal in EE
Energy Expenditure
y
enc 6+ METs
equ
Fr
3-6 METs
2-3 METs
Muscle Mass
36. Potential Persuasive Features of Exergames
Degree of authority Positive experience
Develops skills Positive feedback
Exercise more Praises the player
accessible
Progress chart
General exercise tips
Reflects the player
Helpful suggestions
Rewards progress
Monitors usage
Tailors exercise
Negative feedback
Visually attractive
37. Gateway Effects of Exergaming
• Negotiable • Challenge-Skill Balance
Consequences • Motor Skill Development
• Social Inclusion • Exercise Self-Efficacy
• Loss of Self- • Energy Expenditure
Conciousness
• Enjoyment
38. Promoting Positive
Health Behaviour Change
Persuasive Message
(“Exercise is Good for You!”)
Perceived Future Reward
Persuasive Interactive
Experience
Immediate Real Reward
39. Which had most impact on Guitar
sales?
Gibson Digital Guitar Guitar Hero
$50M $1M
40. Which will have most impact on
Sports/Exercise?
2012 London Olympics Exergaming
$860M <<<$860M
41. Ottawa Charter &
EU White Paper
• Building Healthy Public Policy
• Create Supportive Environments
• Strengthen Community Action
• Develop Personal Skills
• Re-orientating Health Services
44. Drivers
Consumer Technology Expectations
New Non-traditional forms of gaming
New body movement sensors and controllers
Increasing Mobile Functionality
US Physical Activity Strategy
- “Encourage...health e-games manufacturers...”
Commercial Interest in Wellness
45. Maximising Opportunities
Experience Creation
Integrated Design Approach
Informed Wellness Behaviour Perspective
Seamless Data Capture (EMA)
Social Media Linkage
Cross-generational Game Play
Scaleability, Perceived Value, Pricing & Affordability