the skeleton chase: health based arg
DESCRIPTION
Preliminary results of the Skeleton Chase - a health based ARG used within the college student populationTRANSCRIPT
Using Alternate Reality Games to
Influence Physical Activity in the
College Population
Jeanne Johnston
Anne Massey
Lee Sheldon
Indiana University
2009 Games for Health
Peggle
ISO Bejeweled
Zuma
Agenda
Motivation
Background
Hypotheses and Research Design
Preliminary Findings
Implications and Next Steps
The Team
Health and
PA
Game
Designer
Psychological
Attractiveness
Technology
Transition from high school to college
Physical activity decreases & % overweight
increases
“Millennial” student
Teamwork, experiential activities, and use of
technology
Pew Internet & American Life Project
65% of college students play games
Background & MotivationWhy College Students?
Context
Core Research Questions
Q1: What is the efficacy of a
game-based intervention –
an Alternate Reality Game –
as a means to influence
physical activity?
Q2: What design aspects
drive the “Psychological
Attractiveness” of game
play?
What are Alternate Reality Games?
• Real-Time, Real-World
• The Beast, I love bees, Year Zero, World without Oil
• Gameplay Elements– Narrative
– Characters
– Riddles, Puzzles
– Clues
• Multiple Media– Websites (real and fictional), Blogs
– Email, Phone calls, Text messages
– Staged Locations, Live performances
– Twitter*
– Geo-Caching*
– Off-Campus Locations*
– Player Photography*
• TINAG (This Is Not a Game)
The Skeleton Chase
H1: Participation in game play will have a positive effect
on behavioral, physiological, and anthropometric
outcomes
P105 players will exhibit more positive outcomes than P105
control group
H2: Participation in game play will lead to sustained
outcomes
Post-intervention outcomes will not regress to baseline levels
H3: Perceived “psychological attractiveness” of the game
will have a positive moderating effect on outcomes
Higher levels of game attractiveness will lead to more
positive outcomes
Hypotheses
Student players (n = 60)
Control group (n = 60)
Players and control enrolled in P105 Foundations of Fitness and Wellness Game play replaced weekly physical activity lab
Data Collection Pre- and Post- Physiological and Anthropometric
Data Collection Pre- and Post- Behavioral Survey Post- Psychological Attractiveness (Game Design)
Survey Weekly step data
SC Method
The Skeleton Chase
7 weeks fall 2008
IU Bloomington campus
Media Websites (real and fictional)
Blogs
Phone calls
Text messages
Staged locations
Live performances
Mental Challenges Puzzles
Riddles
Physical Challenges
Clues to the Mystery
Are Everywhere
Google and IU Website Search
Video This Presentation
Blogs and Websites
All of these websites will return
Physical ObjectsB
oxe
s a
re g
oo
d h
idin
g p
lace
s
A player’s individual goal was
50,000 Steps/Week
Each week, the team goal was for all members
to achieve individual goal
0
10000
20000
30000
40000
50000
60000
1 2 3 4 5 6 7 8
Ste
ps/W
eek
Gameplay Week(Baseline = 1)
Baseline vs. Gameplay Steps/Week
SC Results
• 57% met individual weekly step goal >= 4 times
• 25% of the teams met the team step goal >= 4 times
• Over the 7 weeks, on average, students accumulated 18,064 more steps/ week (~ 9 miles) compared to baseline
• 17,111,049 steps (8,555 miles) accumulated
0
1,000
2,000
3,000
4,000
5,000
6,000
7,000
8,000
Baseline Post
Ste
ps/D
ay
Change in Daily Activity
SC
Control
*
*
* P < 0.001
SC Players vs. Control Group
Psychological Attractiveness
C oncentration
Feedback
Socia l
In teractionC ontro l
Im m ersion
C lear G oals
Skill
C hallenge
A ttractiveness of
G am eplay
.475 ***
.018 ns
-.063 ns
.146 ns
.055 ns
-.189 *
.591 ***
-.038 ns
R2 = .833
Note: * p<.05; ** p<.01; *** p<.005; ns = non-significant
“I really liked getting out of the classroom.”
“As my team was playing, we got to learn about facilities we could
use like the pool.”
“The game really did motivate me to walk – since I learned a lot
about the campus, I know it is quicker and better for me to walk to
class than take the bus.”
“I liked working with my team and it was fun getting to know them.”
“I really felt like I was using brain muscle.”
“The time to play the game each week took too long compared to
other lab [non-game] sections.”
“I wish I could have picked my own team. We didn’t know each other
and our schedules were different.”
“… did you steal your shoes?” “… are you on house arrest?”
Sample Comments
Successful in positively influencing physical
activity
Weight gain significant for both players and
control
Should be independent of class
Self-select teams important
Need to increase health-related knowledge in the
game
Validate Psychological Attractiveness Scale
SC Observations
Recreational Sports
General student body
Course independent
Self select, individual &
team
Game design alterations:
– Twitter*
– Geo-Caching*
– Off-Campus Locations*
– Player Photography*
– Wiki, chat
Weekly check-in
Skeleton Chase II:
The Psychic
Receive
request from
character
Find &
photograph
objects or
landmarks
1st
Team to do this,
receives GPS &
coordinates
Email Photo(s)
to character who
asked for help
1st
Team finds box
& photographs
object inside
1st
Team emails
providing directions
to other teams
1st
Team emails
photo of object to
character & puts
GPS, object and
box in a locker
1st
Team eligible for
progressive $ prize
and receives 1 chit
Milestone Example: 1st Team
Directions
Stay tuned for results of
SCII and comparisons
to SC
ARG versus Step Game
Platform to deliver and
engage in health related
activities
Questions