A theory-based framework for evaluating exergames as persuasive technology

Marc A. Adams, Simon J. Marshall, Lindsay Dillon, Susan Caparosa, Ernesto Ramirez, Justin Phillips, Greg J. Norman

Research output: Chapter in Book/Report/Conference proceedingConference contribution

22 Scopus citations


Exergames are video games that use exertion-based interfaces to promote physical activity, fitness, and gross motor skill development. The purpose of this paper is to describe the development of an organizing framework based on principles of learning theory to classify and rank exergames according to embedded behavior change principles. Behavioral contingencies represent a key theory-based game design principle that can be objectively measured, evaluated, and manipulated to help explain and change the frequency and duration of game play. Case examples are presented that demonstrate how to code dimensions of behavior, consequences of behavior, and antecedents of behavior. Our framework may be used to identify game principles which, in the future, might be used to predict which games are most likely to promote adoption and maintenance of leisure time physical activity.

Original languageEnglish (US)
Title of host publicationProceedings of the 4th International Conference on Persuasive Technology, Persuasive'09
StatePublished - Sep 15 2009
Externally publishedYes
Event4th International Conference on Persuasive Technology, Persuasive'09 - Claremont, CA, United States
Duration: Apr 26 2009Apr 29 2009

Publication series

NameACM International Conference Proceeding Series


Other4th International Conference on Persuasive Technology, Persuasive'09
CountryUnited States
CityClaremont, CA


  • Behavior analysis
  • Exercise
  • Exertainment
  • Operant theory
  • Physical activity
  • Public health
  • Video games

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Vision and Pattern Recognition
  • Computer Networks and Communications

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