"Healthifying" exergames: Improving health outcomes through intentional priming

Frank X. Chen, Abby C. King, Eric B. Hekler

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

32 Scopus citations

Abstract

Exergames, video game systems that require exertion and interaction, have been rising in popularity in the past years. However, research on popular exergames shows mixed health benefits, potentially due to minimal energy expenditure and decreasing use over time. This paper presents a 2x2 experimental study (N = 44), using a popular exergame, where we vary the framing of intention (i.e., "Gameplay" or "Exercise") and feedback (i.e., "Health" or "No health") to explore their single and interactive impacts on perceived exertion, objectively measured energy expenditure, affect, and duration of usage in a single session. Our study showed that participants primed with exercise used the system significantly longer than those primed with game play (M = 49.2 ±2.0 min versus M = 39.3 ±2.0 min). We discuss our results and possible design implications based on our single-session experiment. We conclude with a discussion on the potential impact of focusing on "healthifying" exergames-highlighting an exergames' dual purpose as both a game and exercise-as opposed to gamifying health behaviors.

Original languageEnglish (US)
Title of host publicationCHI 2014
Subtitle of host publicationOne of a CHInd - Conference Proceedings, 32nd Annual ACM Conference on Human Factors in Computing Systems
PublisherAssociation for Computing Machinery
Pages1855-1864
Number of pages10
ISBN (Print)9781450324731
DOIs
StatePublished - 2014
Event32nd Annual ACM Conference on Human Factors in Computing Systems, CHI 2014 - Toronto, ON, Canada
Duration: Apr 26 2014May 1 2014

Publication series

NameConference on Human Factors in Computing Systems - Proceedings

Other

Other32nd Annual ACM Conference on Human Factors in Computing Systems, CHI 2014
Country/TerritoryCanada
CityToronto, ON
Period4/26/145/1/14

Keywords

  • Exergaming
  • Fitness
  • Persuasive Technology
  • Priming

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Graphics and Computer-Aided Design

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