Deconstructing Exergames

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A Method for Tearing Apart and Quantifying Elements of Game Design in Exergames Ernesto Ramirez, Marc Adams, Simon J. Marshall, Greg J. Norman, Lindsay Dillon, Susan Caparosa Center for Wireless and Population Health Systems

Transcript of Deconstructing Exergames

Page 1: Deconstructing Exergames

A Method for Tearing Apart and Quantifying Elements of Game

Design in ExergamesErnesto Ramirez, Marc Adams, Simon J. Marshall, Greg J. Norman, Lindsay Dillon, Susan Caparosa

Center for Wireless and Population Health Systems

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What I’m playing...

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Exergames: What’s the Point?

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Traditional Video Games

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Exergames: What’s the Point?

Fun Exciting

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Challenging

Traditional Video Games

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SEDENTARY4

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The Exergame Difference

Movement

Activity

Interactive Experience

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What makes people play?Limited knowledge of the theoretical principles of game playing behavior.

Adherence may be linked to psychological constructs:

Enjoyment, Pleasure, Motivating, etc.

Personal & Social factors related to game play environment.

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What makes people play?Limited knowledge of the theoretical principles of game playing behavior.

Adherence may be linked to psychological constructs:

Enjoyment, Pleasure, Motivating, etc.

Personal & Social factors related to game play environment.

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BUT WHAT ABOUT THE ACTUAL GAME?

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Theoretical PrinciplesThe ABC’s of Operant Theory

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Theoretical PrinciplesThe ABC’s of Operant Theory

A

Antecedent

Stimuli

PromptingModeling

Goals

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Theoretical PrinciplesThe ABC’s of Operant Theory

A B

Antecedent Behavior

Stimuli

PromptingModeling

Goals

Desired

Undesired

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Theoretical PrinciplesThe ABC’s of Operant Theory

A B C

Antecedent Behavior Consequences

Stimuli

PromptingModeling

Goals

Desired

Undesired

Stimuli

+ Reinforcement- Reinforcement

PunishmentExtinction

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Why Use Operant Theory?

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Games provide a unique “closed-loop” environment to examine the interactions between theoretical principles and behavior.

Interactions between contingencies and behavior can be closely examined.

Games provide immediate feedback on behavior.

Exergames have not been previously examined within this well known theoretical context

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A: Antecedents

In game play antecedents typically function as:

Instructions

Modeling of behavior

Visual and audible signals that inform player a

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Antecedent Examples

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Antecedent Examples

Instructions

Instructions

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Antecedent Examples

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Antecedent Examples

Continuous modeling of behavior

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B: BehaviorExergame behavior is quite different from traditional games

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B: BehaviorExergame behavior is quite different from traditional games

Traditional Games

Thumb & Finger

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B: BehaviorExergame behavior is quite different from traditional games

Traditional Games

Thumb & Finger

Exergames

Punch

Run

Swing

Step

Throw

Dodge

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Dimensions of BehaviorForm/Topography - What is the behavior?

Frequency - How many times does the behavior occur?

Rate - Number of behavior responses over time

Intensity - The “force” of the response

Duration - Length of continuous behavior

Latency - Period between game stimuli and player response

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Behavior Examples

Topography: What is the action?

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Behavior Examples

Topography: What is the action?Left and Right Jab

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Behavior Examples

Games can change behavior by influencing dimensions

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Behavior Examples

Games can change behavior by influencing dimensions

Level Hits Time Rate1 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

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C: Consequences & Contingencies

Stimuli or feedback recieved during game play

Reinforcement can be used to increase desired behavior(s)Gain points for correct play (+)Reduce speed of game (-)

Penalties/Punishment can be used to decrease incorrect behavior(s)

Loss of points

Negative sounds and images

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Contingency Examples

For each hit (positive reinforcement)Point increasePunching soundsRed halo at punch siteScreen shakes

Player does not pass level ( positive punishment)“Failed” text on screenNegative sounds

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The Process

Independent Coding

Coding Agreement Analysis

Coding the Codes

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Independent Coding

Trained research assistants

Play games

Watch recorded game play

Record observations in “real words”

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Identifying Contingencies

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Identifying Contingencies

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Each time the player knocks down one white pin, the game: BEHAVIOR

Presents an increment of 120 points +R

Each time the player knocks down one gold pin, the game: BEHAVIOR

Presents an increase of 240 points +R

Presents an ‘energizing sound’. +R

Presents “SUPERMODE” +R

Presents music associated with SUPERMODE +R

Decreases game pace (slows down) +R

Presents cumulative count of pins +R

Each time the player knocks down one black pin, the game: BEHAVIOR

Presents “Penalty” + punish

Decrease of 1 ball in stock - punish

Presents negative sound + punish

During SUPERMODE (ANTECEDENT), each time a player knocks down a white pin, the game: BEHAVIOR

Presents an increment of 150 points +R

Resets SUPERMODE time counter +R

Adds one point to the pin count +R

Adds 1 point to the bonus fraction +R

When fraction = 1, bonus ball awarded +R

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Game “codes” are analyzed for

Theoretical constructConstruct dimensionAdditional details

Qualitative Analysis

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Qualitative Analysis: Coding the Codes

“For each punch on the boxing bag, the game presents a red visual halo at punch location.”

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Qualitative Analysis: Coding the Codes

“For each punch on the boxing bag, the game presents a red visual halo at punch location.”

•Theoretical construct

•Construct dimension

•Additional details

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Qualitative Analysis: Coding the Codes

“For each punch on the boxing bag, the game presents a red visual halo at punch location.”

•Theoretical construct

•Construct dimension

•Additional details

Contingency

Positive Reinforcement

Continuous Reinforcement

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Why?Develop system of understanding game design

can be applied to all games

Determine what game players enjoy

Discover how game design is linked to actual game play

Adherence and Sustainability

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Next StepsIdentify high and low fidelity games

Associated behavioral principles

Investigate game play in children using identified games

Correlate principles and game play

Identify core principles related to adherence

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Other interesting dimensionsWe are aware that Operant Theory doesn’t cover everything

Motivation

Persuasion

Interactivity

Social Connections and Cooperation

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Other interesting dimensionsWe are aware that Operant Theory doesn’t cover everything

Motivation

Persuasion

Interactivity

Social Connections and Cooperation

But no one study can do it all!

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Acknowledgements

Robert Wood Johnson Foundation & Games for Health Initiative

University of California, San Diego

All of our coders and game players

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Thank [email protected]: @e_ramirez

Center for Wireless and Population Health Systems