[Colloq] Thu 12/4 4-5: PHI Speaker Series Presentation: Exploring the efficacy of using a social game for health behavior change

Biron, Jessica j.biron at neu.edu
Thu Dec 4 11:13:55 EST 2014


Please join us for the talk in the Personal Health Informatics Fall Speaker Series. 


Thursday 12/04, 4-5PM, Room 105 BK (Behrakis Health Center) Open to the public. 

Exploring the efficacy of using a social game for health behavior change 

Magy Seif El-Nasr, Ph.D 


Associate Professor
Director of Game Educational Programs and Research at Northeastern Director of the Game Design Program College of Arts, Media, and Design College of Computer and Information Sciences 


Collaborators: Mariya Shiyko (BHS), Carmen Sceppa (BHS), Shree Durga (Post Doc), Pamela Naab (PhD Student), Lisa Anders (CEO of IgnitePlay) 



Abstract: 

Recent reports show that about 34.4% of the U.S. adults above 20 years old are overweight; it is projected that 86% of the adult population will be either at risk for obesity or obese by 2030. Major causes for such epidemic are a sedentary lifestyle and poor diet. Persuasive health games have a potential to impact this problem. And, similar to other types of interventions, adherence and engagement in health games is the keystone for examining their short- and long-term effects. However, according to many reports, only 41% participants are retained in single player games and 29% in social games after 90 days. These statistics raise multiple questions about factors influencing adherence and engagement. 

In this talk, we discuss a study we conducted to explore these variables in the context of a commercial health social game called SpaPlay. SpaPlay™ (IgnitePlay, 2011) was built based on theoretical principles of Self-Determination theory. Players build and run a virtual “health Spa resort,” and its growth and success is tied to health-based activities that players undertake in real life. Examples of activities include choosing a healthy snack, including vegetables in a diet, climbing stairs, and walking. Players engage in quests, which include long chain of activities taken alone or in a group. The online community of fellow players creates opportunities for vicarious learning, motivation, and mutual support. 


In this talk, we specifically ask the question of what design parameters in the game affect adherence and engagement? As a start to unpack these variables in the design of pervasive social games for health. 

Hosted by the Northeastern University Personal Health Informatics Program . 


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