Note: In 2013, Health Games Research completed its work. This web site is now an archive and will not be updated. Please visit the web site of the Center for Digital Games Research www.cdgr.ucsb.edu at UC Santa Barbara to find current information about health games and the broader field of digital games, and to use the Health Games Research online searchable database.

Behavioral Choice Theory Approach to Testing Exertainment for Adolescent Physical Activity

This project identifies health behavior change principles used in commercially available exergames and their impact on adolescents’ physical activity levels. A study using the Xavix system (exergames with sport equipment controllers for tennis, boxing, bowling, cardio-fitness and other sports) is developing a systematic coding methodology that researchers and game developers can use to categorize exergames across a number of behavior change constructs.  The study, conducted in a laboratory and in adolescents’ homes, tests the coding system’s ability to identify the specific influence of exergames on players’ physical activity and emotional reactions during game play.

Principal Investigator
Gregory J. Norman, Ph.D.
Associate Professor
Department of Family & Preventive Medicine
School of Medicine
Co-Investigator
 Marc A. Adams, Ph.D., M.P.H.
Marc A. Adams, Ph.D., M.P.H.
Postdoctoral Scholar
Department of Family & Preventive Medicine
School of Medicine
Other Researchers

Susan L. Caparosa
Lindsay Dillon
Jacqueline Kerr
Ernesto Ramire
Brian E. Saelens

News

Grantee Project Publication Title Datesort icon
University of California, San Diego
Behavioral Choice Theory Approach to Testing Exertainment for Adolescent Physical Activity San Diego Business Journal UCSD to Study Impact of Video Games on Teenage Health
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06/16/2008

Presentations

Adams, M. A., Marshall, S. J., Dillon, L., Caparosa, S., Ramirez, E., Phillips, J., & Norman, G. (2009, April).  A theory-based framework for evaluating exergames as persuasive technology. Proceedings of the 4th Annual International Conference on Persuasive Technology, Claremont, CA. Association for Computing Machinery Press. doi.acm.org/10.1145/1541948.1542006.

Adams, M. A., Marshall, S. J., Dillon, L., Caparosa, S., Ramirez, E., Phillips, J., & Norman, G. (2009). A theory-based framework for evaluating exergames as persuasive technology. Proceedings from the 4th International Conference on Persuasive Technology. Claremont, CA: ACM.

Adams, M., Marshall, S., Dillon, L., Caparosa, S., Ramirez, E., Phillips, J., & Norman, G. (2009, April).  A theory-based framework for evaluating exergames as persuasive technology. Presented at Persuasive 2009, The Fourth International Conference on Persuasive Technology. Claremont, CA, USA.

Norman, G. J., Adams, M. A., Ramirez, E. R., Carlson, J. A.,  Kerr, J., Godbole, S., Dillon, L., Palmer, N., & Marshall, S. J. (2011, April). Predictors of adolescent exergame play over four weeks. Presented at the 32nd annual meeting of the Society of Behavioral Medicine. Washington D.C.

Ramirez, E., Adams, M., Marshall, S. J., Norman, G. J., Dillon, L., & Caparosa, S. (2009, June).  A method for tearing apart and quantifying elements of game design in exergames. Presented at the Games for Health Conference, Boston, M.A.