Tuesday, 10 September 2013
Research on the Gateway Effect of Exergames and Active Games
I am looking for research on the Gateway Effect of exergames and active games. Please post to the list any studies you know of (include the bibliographic reference if you have it) and the names of researchers who are doing this research. Thanks!
Some of us have seen individual cases where a person who was sedentary, never interested in physical activity, began to play Dance Dance Revolution (DDR) or a Wii or Kinect or other physically demanding game and then began exercising in other ways, for example by:
(1) playing more exergames
(2) working out and tracking their workouts with mobile fitness games and apps
(3) working out or being active (walking, swimming, gardening, etc.) in non-video-game physical activities
(4) participating in casual (pick-up games) or formal (joining a team or league) team sports
Is there research investigating the Gateway Effect to determine whether it does occur as a result of first playing an exergame or active game and, even better, investigating the processes by which it occurs? For example, exergames and active games may influence the following factors, which may lead the player to engage in more physical activity elsewhere too:
(1) increase the player's physical capabilities, strength, muscle tone, endurance, etc.
(2) improve self-confidence and self-efficacy for exercise
(3) help the player experience and realize that physical activity can be enjoyable to do
(4) enhance physical well-being, improve ease of movement, reduce pain and soreness, etc.
(5) reduce stress, improve mental outlook
(6) lead to much-needed weight loss
(7) connect the player with others socially
(8) lead to more praise and approval from others, and social acceptance, for being active with exergames and active games
Also, is there any research evidence that exergames and active games may have the opposite of a Gateway Effect? Do they reduce physical activity elsewhere? For example, exergames and active games may:
(1) displace more vigorous physical activity with moderate physical activity and so people who substitute exergames and active games for their usual workout activities may reduce their physical fitness
(2) cause sore muscles and joints and increase injury through repetitive movements
(3) cause over-exertion, which may make physical activity less enjoyable than it used to be
(4) socially isolate people who no longer play team sports and instead play DDR at home
(5) do the opposite of any of the 8 factors listed above that I suggested may lead to more physical activity, and instead they may lead to less physical activity...and/or the opposite of the processes in the 8 factors may occur (such as increasing stress instead of reducing it)
Thanks in advance for sharing bibliographic references of published studies and the names of researchers who are doing this research.
Debra
------------
Debra Lieberman, Ph.D., Director
Health Games Research
University of California, Santa Barbara
Monday, 10 June 2013
Going to Games for Health? USA or Europe?

9th Annual
Games for Health Conference
Back Bay Events Center, Boston MA
June 26-28, 2013!
Sponsorship
and exhibit opportunities also remain.
Contact bbryant@dmill.com for more information.
Latest schedule up at Sched.org!
Explore...The Role of Videogames in Health & Healthcare
coming soon. Register today before prices rise and hotel room availability
dwindles. Join hundreds of developers, health professionals, researchers,
funders, and more at the largest event devoted to games in health &
healthcare.

On November 4-5 join
us in Utrecht, The Netherlands for the 3rd Annual Games for Health Europe
Conference.
For
complete details on Games for Health Europe visit:
http://www.
Founded
in 2004, the Games for Health Project supports community, knowledge, and
business development efforts to use cutting-edge games and game technologies to
improve health and health care. The Pioneer Portfolio of the Robert Wood
Johnson Foundation is the lead conference sponsor and a major supporter of the
Games for Health Project. To date, the project has brought together
researchers, medical professionals, and game developers to share information
about the impact games and game technologies can have on health, health care,
and policy.
A
major effort of the Games for Health Project is the annual Games for Health
Conference. Over three days, more than 400 attendees will participate in over
60 sessions provided by an international array of 80+ speakers, cutting across
a wide range of activities in health and health care. Topics include
exergaming, physical therapy, disease management, health behavior change,
biofeedback, rehab, epidemiology, training, cognitive health, nutrition, and
health education.
(via http://gamercize.blogspot.com/2013/06/going-to-games-for-health-usa-or-europe.html)
Wednesday, 8 August 2012
Exergaming: Preaching to the Converted
| Photo by ExergameLab http://exergamelab.org |
Exergaming is an innovative bridge from video gaming to health, that has been demonstrated in almost every country, but exergaming is not intrinsically a social media buzz-category. Why is that? It could be the approach exergaming stories should be shared needs to be different to take into account the relative infancy of the proven exergaming concept.Over recent months I have seen the success and acceptance of exergaming in social media though what was once called "cross-posting".
Cross-posting is a term that was used in bulletin boards and news groups of the old Web 1.0 and involves repeating information in different areas. Given the amount of social media available to be consumed via Facebook, Twitter, LinkedIn and other sources, this practice is useful today in order to reach the intended audience. In fact I intend to "cross-post" this blog post! When a story is posted there is the opportunity for readers to interact for example by "liking" or "retweeting" - a comparative measure for cross posts..
Judging the reaction by the number of "likes and comments" on exergaming cross-posts this year it is apparent that only "preaching to the converted" is working! There are very few reactions to exergaming stories in PE and physical activity forums, but plenty in exergaming circles. The most effective social circle for reaching audience is clearly The Exergame Network. The only other notable forum for exergaming is Games for Health. Both The Exergame Network (TEN) and the Games for Health organization, with its US and European factions and related Games for Health Journal, are global organizations.
There are two conclusions that can be drawn from my recent observations. Firstly, there are simply not enough knowledgeable or passionate individuals in the field of exergaming (at the moment) to sustain a buzz in anything less than a global forum. National and regional scope simply does not reach the tipping point to build momentum. I have seen individuals go it alone, and the only outcome being they fall out of the flock of exergamers!
Lastly I am concluding that approaching exergaming like it has the social kudos of gaming or fitness is the wrong approach. For exergaming "Preaching to the Converted" is all that really works. How should the approach change then? Increase those that are converted! Invite PE and physical activity advocates into The Exergame Network and Games for Health spaces, so they can consume exergaming stories, ask questions and make suggestions is a positive collaboration instead of a skeptical minority.
First posted by Richard Coshott at http://gamercize.blogspot.com/2012/08/exergaming-preaching-to-converted.html
Wednesday, 13 June 2012
Jump into Exergaming
The Exergame Network Chairman of the Board, Richard Coshott, will undertake a sponsored skydive in August this year to raise awareness and money for TEN towards funding students study designs into research reality. TEN will be inviting students to submit study designs for consideration by the board of directors towards an award.Awards will be made in October and not limited to funding but include donation or free borrowing of exergame equipment and, most valuable, expertise from TEN exergaming researchers in to form of help, advice and study quality assurance.
"I am raising money by way of a sponsored skydive in August 2012 to provide TEN with funds to support aspirations towards quality research in exergaming, by engaging the new generation of researchers. The skydive is a solo jump, which represents the leap of faith and commitment of purpose we would expect to see in candidate submissions into the field of exergaming research from the students." said TEN Chairman Richard Coshott.
The Exergame Network already freely provides a rich source of exergame information at it's wiki http://exergaming.pbworks.com and is supported by the sectors leading, independent experts. The awards for the Future of Exergaming Research will be made by TEN following an international invitation for study designs open to all universities across the globe.
Please support the inititive by showing your support at https://www.fundraise.com/the-exergame-network/active-gamer. All donations will be attributed directly to award winners, full details of the contest will be available via TEN.
Friday, 2 March 2012
Games for Health Journal - Insider
![]() | ![]() | ![]() | |||||||||
| |||||||||||
The Internet has been abuzz this week due to the surprising results from Tom Baranowski’s team at Baylor, which found that children, left to their own devices, get no more health benefit from exergames than from other videogames. The paper, Impact of an Active Video Game on Healthy Children’s Physical Activity, was published in the Feb. 27 issue of Pediatrics. Many bloggers and the more sensational publications failed to read the fine print of the story which resulted in headlines such as “Wii Motion Gaming Won't Guarantee Better Fitness”, “Just because it's Wii, doesn't mean it's exercise,” and “Study rubbishes Nintendo health benefits”. The take away from the Baylor study remains powerful. The health benefits and expectations for videogames lie not within the game itself but how one chooses to employ the resource. Medicine sitting on the shelf and untaken; un-followed post-surgery exercise regimens; ignored recommendations for smoking cessation; and exergames without assistance don’t achieve the expected outcomes -- not at the fault of the medication, prescription, advice, or game. So the question becomes, given the resources, how are exergames best supported to achieve the desired results? My sense is that we have not heard the last on this study and, hopefully, other researchers will build on the results of the Baylor study to better understand exergame potentials. Meanwhile, we have received excellent feedback from our first issue of the Games for Health Journal. If you haven’t gotten your copy yet, please visit the website to see the Games for Health Table of Contents and to subscribe. Warm Regards,
Bill Ferguson, PhD |
Friday, 17 February 2012
Games for Health Journal - Online!
Check out the brand new Games for Health Journal online. As is customary with the seventy journals published by Mary Ann Liebert, Inc., the online version is posted about a week before the print issues are shipped. We do this to make sure our authors get as early of a publication date as possible for their work as well as use the speed and convenience of the Internet versus traditional distribution of our content.The Participants in the Roundtable Discussion read like the Who's Who of health game research and development - Tom Baranowski, Peter Bingham, Debra Lieberman, Ernie Medina, Jesse Schell, and Sam Yohannan.
Sunday, 12 February 2012
The Exergame Network in 2012
Exergaming has much to do with change and progression, TEN is changing and progressing with a new format for 2012. The first collaborative Skype call of the year outlined those changes;
- TEN is moving towards delivery focused collaboration in Workshop Skype Calls
- TEN will still maintain it's social support collaboration, with open general discussion calls
- Responsibility for running the TEN social channels (Twitter, Facebook etc) will be expanded
- Projects will be focused to interest groups and collaboration will be largely online in real-time
- TEN will branch out the representation of Exergaming into pure gaming and pure health channels
- TEN will maintain links with games for health channels
- TEN's International focus will take account of regional expert bases, adapting to fit
- TEN will remain a free unbiased collaboration, with an executive steering group based on participation
Tuesday, 13 September 2011
When Good Exergaming Research Goes Bad
The Abstract of the study points out 4 activities, 2 of which require significant aerobic capacity. The conventional aerobic activity was 'running' (verb) on a 'treadmill' (equipment/noun), the other was referred to as an Exergame? What Exergame and what physical activity or activities were required by the Exergame?!
Exergaming is a genre, a methology. Exergames vary as much as any other physical activity. This is akin to saying "I did sport the other day", the immediate response to that is "What sport did you do?". So what was the Exergame, was it chosen completely randomly, was it meant to also replicate running, was it a highly cognitive exergame such as DDR or iDANCE etc etc.
The complete study may well point out the exact nature of the Exergame used, but it is obvious to the researchers that this fact is of little importance in summing up their findings. This is extremely irksome, as they DO stipulate the nature of the conventional aerobic activity! (they also leave out the nature and platform required of the seated videogame).
This is simply inequitable and unfortunately, all to annoying common. Quite obviously the researchers misunderstand 'what is an Exergame'. This is misinformed at best and incompetent at worst. This is further exemplified in their conclusion and significance, "....exergames..may not exert the same benefits..", again which Exergame was used? From this, the conclusion would change to "....XXX Exergame ..may not exert.....". Extrapolating the results of 'one' Exergame does NOT predict an outcome for ALL Exergames!
All Exergames are NOT equal, of course not, why on earth would they be! In the same way as not all sports, video games, fitness equipment etc are 'the same' or 'produce or require the same responses'. This is a gross and insipid generalisation.
The massive cross section of Exergames available today all 'require' different and sometimes unique physical, cognitive, social, emotional, logical, musical etc abilities. Exergames can engage specific, local or compound muscle groups; lower limb movement, limb extremeties, upper limbs only, combinations of both, full body along with running, jumping, twisting, stepping, punching, dancing, and so on......
Please researchers, we encourage you to pour your expertise into this rapidly developing genre. The research potential here is massive, but get your facts straight on Exergaming. For a lesson in Exergaming 101: http://exergaming.pbworks.com/
The Exergame Network (TEN) is a not for profit advocacy resource that is dedicated to getting the best out of exergaming. Resources relevant to this post are TEN's Rating System (TRS) and the Researcher's Resource. Details of both projects can be found on our wiki.
The Researcher's Resource project in particular highlights studies that exhibit either very good or very poor design and/or exergaming understanding from the researcher. The product of this resource will be the Top 10 exergaming studies, to show researchers "What good looks like" and to bring out the best of exergaming implemention to the public eye.
Saturday, 10 September 2011
Commerical Exergame Buyer's Guide
Submissions are welcome from manufacturers (or distributors with permission on the manfacturers behalf).
The submission form can be found at http://www.surveygizmo.com/s3/628832/Exergame-Factsheet
Saturday, 6 August 2011
The Exergame Network's Google+ Hangout Test
The Exergame Network (TEN) is a non-profit, non-affiliated exergaming advocacy that's very forward thinking. Not only are we on the cutting edge of exergaming technology, research and implementation, we're on the cutting edge of open and free collaboration.Friday, 4 March 2011
VR tech symposium on DM and Obesity published!
Just rec'd the link that the March 2011 issue of the Journal of Diabetes Science and Technology just came out so if you'd like to see all the various presentations in articles, check out this link:
J Diabetes Science and Technology, Vol. 5, #2, March 2011
Thx to Skip Rizzo for inviting us to present and co-organizing this event. Games for health and exergaming had a lot of presence here at this symposium, and we were able to network and get better acquainted with quite a few NIH folks.
BTW, my presentation was part of an article by Barb Ruppert (along with Ben Sawyer's presentation), which you can read here in this abstract below. For the rest of the abstracts and articles from all our other games for health colleagues, check them out at the link above!
"New Directions in Virtual Environments and Gaming to Address Obesity and Diabetes: Industry Perspective"
by Barb Ruppert, M.A.Ed.
Author Affiliations: Telemedicine and Advanced Technology Research Center, Frederick, Maryland
Keywords: exercise games, exergames, gaming for health, medical virtual environments, virtual reality
Corresponding Author: Barb Ruppert, M.A.Ed., 271 Crum Rd., Fairfield, PA 17320; email address ruppertwritingworks@earthlink.net
Journal of Diabetes Science and Technology
Volume 5, Issue 2, March 2011 © Diabetes Technology Society
Abstract
Virtual reality is increasingly used for education and treatment in the fields of health and medicine. What is the health potential of virtual reality technology from the software development industry perspective? This article presents interviews with Ben Sawyer of Games for Health, Dr. Walter Greenleaf of InWorld Solutions, and Dr. Ernie Medina of MedPlay Technologies. Games for Health brings together researchers, medical professionals,
and game developers to share information on the impact that game technologies can have on health, health care, and policy. InWorld is an Internet-based virtual environment designed specifically for behavioral health care. MedPlay Technologies develops wellness training programs that include exergaming technology. The interviewees share their views on software development and other issues that must be addressed to advance the field of virtual reality for health applications.
J Diabetes Sci Technol 2011;5(2):277-282
Friday, 28 May 2010
6th Games for Health conference, history!
Tuesday, 25 May 2010
The Exergame Network marches on the Games for Health 2010





