Fun, flow, and fitness: opinions for making more effective active videogames
Version 2 2024-06-04, 12:56Version 2 2024-06-04, 12:56
Version 1 2015-11-18, 12:26Version 1 2015-11-18, 12:26
journal contribution
posted on 2015-01-22, 00:00authored byA E Maloney, Robin Mellecker, R Buday, Z Gao, Trina Hinkley, L Esparza, S Alexander
Despite active videogames' popularity and ability to increase a player's energy expenditure, research indicates their use sharply declines over time, which limits their utility in promoting physical activity. A frequent criticism is that a player's interest is quickly exhausted. At the preconference of the International Society of Behavioral Nutrition and Physical Activity 2014, a group of investigators and videogame developers gathered to share lessons learned from using serious videogames in health behavior change and offer insight to guide future efforts.