Santos Luciano Henrique De Oliveira, Okamoto Kazuya, Funghetto Silvana Schwerz, Cavalli Adriana Schüler, Hiragi Shusuke, Yamamoto Goshiro, Sugiyama Osamu, Castanho Carla Denise, Aoyama Tomoki, Kuroda Tomohiro
Graduate School of Informatics, Kyoto University, Kyoto, Japan.
Division of Medical Information Technology and Administration Planning, Kyoto University Hospital, Kyoto, Japan.
JMIR Serious Games. 2019 Jul 22;7(3):e13962. doi: 10.2196/13962.
The novel genre of pervasive games, which aim to create more fun and engaging experiences by promoting deeper immersion, could be a powerful strategy to stimulate physical activity among older adults. To use these games more effectively, it is necessary to understand how different design elements affect player behavior.
The aim was to vary a specific design element of pervasive games for older adults, namely social interaction, to test the effect on levels of physical activity.
Over 4 weeks, two variations of the same pervasive game were compared: social interaction for the test group and no social interaction for the control group. In both versions, players had to walk to physical locations and collect virtual cards, but the social interaction version allowed people to collaborate to obtain more cards. Weekly step counts were used to evaluate the effect on each group, and the number of places visited was used as an indicator of play activity.
A total of 32 participants were recruited (no social interaction=15, social interaction=17); 18 remained until the end of the study (no social interaction=7, social interaction=11). Step counts during the first week were used as the baseline (no social interaction: mean 17,099.4, SE 3906.5; social interaction: mean 17,981.9, SE 2171.1). For the following weeks, changes to individual baseline were as follows for no social interaction (absolute/proportional): 383.8 (SE 563.8)/1.1% (SE 4.3%), 435.9 (SE 574.5)/2.2% (SE 4.6%), and -106.1 (SE 979.9)/-2.6% (SE 8.1%) for weeks 2, 3, and 4, respectively. For social interaction they were 3841.9 (SE 1425.4)/21.7% (SE 5.1%), 2270.6 (SE 947.1)/16.5% (SE 4.4%), and 2443.4 (SE 982.6)/17.9% (SE 4.7%) for weeks 2, 3, and 4, respectively. Analysis of group effect was significant (absolute change: η=.19, P=.01; proportional change: η=.27, P=.009). Correlation between the proportional change and the play activity was significant (r=.34, 95% CI 0.08 to 0.56), whereas for absolute change it was not.
Social interaction design elements of the pervasive game may have some positive effects on the promotion of physical activity, although other factors might also have influenced this effect.
Japan Medical Association Clinical Trial Registration Number JMA-IIA00314; https://dbcentre3.jmacct.med.or.jp/JMACTR/App/JMACTRS06/JMACTRS06.aspx?seqno=7274 (Archived by WebCite at http://www.webcitation.org/761a6MVAy).
普及型游戏这一新型游戏类型旨在通过促进更深层次的沉浸感来创造更有趣和吸引人的体验,它可能是刺激老年人身体活动的有力策略。为了更有效地使用这些游戏,有必要了解不同的设计元素如何影响玩家行为。
旨在改变针对老年人的普及型游戏的一个特定设计元素,即社交互动,以测试其对身体活动水平的影响。
在4周时间里,比较了同一普及型游戏的两个变体:测试组有社交互动,对照组没有社交互动。在两个版本中,玩家都必须走到实际地点并收集虚拟卡片,但社交互动版本允许人们合作以获得更多卡片。每周的步数用于评估对每个组的影响,访问地点的数量用作游戏活动的指标。
共招募了32名参与者(无社交互动组 = 15人,社交互动组 = 17人);18人持续到研究结束(无社交互动组 = 7人,社交互动组 = 11人)。第一周的步数用作基线(无社交互动组:均值17,099.4,标准误3906.5;社交互动组:均值17,981.9,标准误2171.1)。在接下来的几周里,无社交互动组相对于个体基线的变化如下(绝对/比例):第2、3和4周分别为383.8(标准误563.8)/1.1%(标准误4.3%)、435.9(标准误574.5)/2.2%(标准误4.