Literature DB >> 24761322

Disentangling Fun and Enjoyment in Exergames Using an Expanded Design, Play, Experience Framework: A Narrative Review.

Robin Mellecker1, Elizabeth J Lyons2, Tom Baranowski3.   

Abstract

With exergames (as with physical activity in general), more intense and longer-duration game play should accrue more health benefits. Exergames, however, appear to be played for relatively short durations, often at medium or lower intensities. Ostensibly games are played for fun or enjoyment. Enhancing the fun or enjoyment experienced during exergame play should enhance the intensity and duration of physical activity, and thereby the health benefits. Research, reviewed herein, indicates fun and/or enjoyment in games are inherently laden with psychosocial, physiological, and embodiment substrates. Physical activity may also have separate or closely related psychosocial, physiological, and embodiment enjoyment substrates. Research is needed to integrate these levels of experience and to identify the game mechanics that enhance, and even maximize, the fun or enjoyment experienced in exergames, to thereby increase the health benefit.

Entities:  

Year:  2013        PMID: 24761322      PMCID: PMC3833377          DOI: 10.1089/g4h.2013.0022

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  34 in total

1.  The ideal self at play: the appeal of video games that let you be all you can be.

Authors:  Andrew K Przybylski; Netta Weinstein; Kou Murayama; Martin F Lynch; Richard M Ryan
Journal:  Psychol Sci       Date:  2011-12-14

Review 2.  Playing for real: video games and stories for health-related behavior change.

Authors:  Tom Baranowski; Richard Buday; Debbe I Thompson; Janice Baranowski
Journal:  Am J Prev Med       Date:  2008-01       Impact factor: 5.043

Review 3.  Positron emission tomography ligand activation studies in the sports sciences: measuring neurochemistry in vivo.

Authors:  Henning Boecker; Gjermund Henriksen; Till Sprenger; Isabelle Miederer; Frode Willoch; Michael Valet; Achim Berthele; Thomas R Tölle
Journal:  Methods       Date:  2008-07-30       Impact factor: 3.608

Review 4.  Breathing rhythms and emotions.

Authors:  Ikuo Homma; Yuri Masaoka
Journal:  Exp Physiol       Date:  2008-05-16       Impact factor: 2.969

5.  Pleasure to play, arousal to stay: the effect of player emotions on digital game preferences and playing time.

Authors:  Karolien Poels; Wouter van den Hoogen; Wijnand Ijsselsteijn; Yvonne de Kort
Journal:  Cyberpsychol Behav Soc Netw       Date:  2011-08-29

6.  Evidence for striatal dopamine release during a video game.

Authors:  M J Koepp; R N Gunn; A D Lawrence; V J Cunningham; A Dagher; T Jones; D J Brooks; C J Bench; P M Grasby
Journal:  Nature       Date:  1998-05-21       Impact factor: 49.962

7.  Increase of circulating beta-endorphin-like immunoreactivity correlates with the change in feeling of pleasantness after running.

Authors:  J Wildmann; A Krüger; M Schmole; J Niemann; H Matthaei
Journal:  Life Sci       Date:  1986-03-17       Impact factor: 5.037

8.  Power posing: brief nonverbal displays affect neuroendocrine levels and risk tolerance.

Authors:  Dana R Carney; Amy J C Cuddy; Andy J Yap
Journal:  Psychol Sci       Date:  2010-09-20

Review 9.  Reward processing by the opioid system in the brain.

Authors:  Julie Le Merrer; Jérôme A J Becker; Katia Befort; Brigitte L Kieffer
Journal:  Physiol Rev       Date:  2009-10       Impact factor: 37.312

10.  The neural basis of video gaming.

Authors:  S Kühn; A Romanowski; C Schilling; R Lorenz; C Mörsen; N Seiferth; T Banaschewski; A Barbot; G J Barker; C Büchel; P J Conrod; J W Dalley; H Flor; H Garavan; B Ittermann; K Mann; J-L Martinot; T Paus; M Rietschel; M N Smolka; A Ströhle; B Walaszek; G Schumann; A Heinz; J Gallinat
Journal:  Transl Psychiatry       Date:  2011-11-15       Impact factor: 6.222

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  19 in total

1.  Fun, Flow, and Fitness: Opinions for Making More Effective Active Videogames.

Authors:  Ann E Maloney; Robin Mellecker; Richard Buday; Zan Gao; Trina Hinkley; Laura Esparza; Shirley Alexander
Journal:  Games Health J       Date:  2014-12-30

2.  Getting Research on Games for Health Funded.

Authors:  Tom Baranowski; Fran Blumberg; Zan Gao; Pamela M Kato; Gerjo Kok; Amy S Lu; Elizabeth J Lyons; Brooke A Morrill; Wei Peng; Pier J Prins; Leslie Snyder; Amanda E Staiano; Debbe Thompson
Journal:  Games Health J       Date:  2016-12-27

3.  Recommendations for the Optimal Design of Exergame Interventions for Persons with Disabilities: Challenges, Best Practices, and Future Research.

Authors:  Josef Wiemeyer; Judith Deutsch; Laurie A Malone; Jennifer L Rowland; Maria C Swartz; Jianjing Xiong; Fang Fang Zhang
Journal:  Games Health J       Date:  2014-12-03

4.  Developing Games for Health Behavior Change: Getting Started.

Authors:  Tom Baranowski; Richard Buday; Debbe Thompson; Elizabeth J Lyons; Amy Shirong Lu; Janice Baranowski
Journal:  Games Health J       Date:  2013-08

Review 5.  Scoping Review of Pokémon Go: Comprehensive Assessment of Augmented Reality for Physical Activity Change.

Authors:  Tom Baranowski; Elizabeth J Lyons
Journal:  Games Health J       Date:  2019-08-06

6.  Games for Health for Children-Current Status and Needed Research.

Authors:  Tom Baranowski; Fran Blumberg; Richard Buday; Ann DeSmet; Lynn E Fiellin; C Shawn Green; Pamela M Kato; Amy Shirong Lu; Ann E Maloney; Robin Mellecker; Brooke A Morrill; Wei Peng; Ross Shegog; Monique Simons; Amanda E Staiano; Debbe Thompson; Kimberly Young
Journal:  Games Health J       Date:  2015-08-11

Review 7.  Nutrition Education and Dietary Behavior Change Games: A Scoping Review.

Authors:  Tom Baranowski; Courtney Ryan; Andrés Hoyos-Cespedes; Amy Shirong Lu
Journal:  Games Health J       Date:  2018-10-19

8.  High-tech tools for exercise motivation: use and role of technologies such as the internet, mobile applications, social media, and video games.

Authors:  Deborah F Tate; Elizabeth J Lyons; Carmina G Valle
Journal:  Diabetes Spectr       Date:  2015-01

9.  Can Earth's Mightiest Heroes Help Children Be Physically Active? Exploring the Immersive Qualities of Les Mills' and Marvel's "Move Like the Avengers" Video.

Authors:  Emily Budzynski-Seymour; Michelle Jones; James Steele
Journal:  Int J Environ Res Public Health       Date:  2021-07-05       Impact factor: 3.390

10.  Crave-Out: A Distraction/Motivation Mobile Game to Assist in Smoking Cessation.

Authors:  Kathryn L DeLaughter; Rajani S Sadasivam; Ariana Kamberi; Thomas M English; Greg L Seward; S Wayne Chan; Julie E Volkman; Daniel J Amante; Thomas K Houston
Journal:  JMIR Serious Games       Date:  2016-05-26       Impact factor: 4.143

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