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Fish'n'Steps: encouraging physical activity with an interactive computer game

TLDR
A social computer game, Fish'n'Steps, which links a player's daily foot step count to the growth and activity of an animated virtual character, a fish in a fish tank, to promote an increase in physical activity.
Abstract
A sedentary lifestyle is a contributing factor to chronic diseases, and it is often correlated with obesity. To promote an increase in physical activity, we created a social computer game, Fish'n'Steps, which links a player's daily foot step count to the growth and activity of an animated virtual character, a fish in a fish tank. As further encouragement, some of the players' fish tanks included other players' fish, thereby creating an environment of both cooperation and competition. In a fourteen-week study with nineteen participants, the game served as a catalyst for promoting exercise and for improving game players' attitudes towards physical activity. Furthermore, although most player's enthusiasm in the game decreased after the game's first two weeks, analyzing the results using Prochaska's Transtheoretical Model of Behavioral Change suggests that individuals had, by that time, established new routines that led to healthier patterns of physical activity in their daily lives. Lessons learned from this study underscore the value of such games to encourage rather than provide negative reinforcement, especially when individuals are not meeting their own expectations, to foster long-term behavioral change.

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Theory-driven design strategies for technologies that support behavior change in everyday life

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References
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Journal ArticleDOI

Self-efficacy mechanism in human agency

TL;DR: The centrality of the self-efficacy mechanism in human agency is discussed in this paper, where the influential role of perceived collective effi- cacy in social change is analyzed, as are the social con- ditions conducive to development of collective inefficacy.
Journal ArticleDOI

The Process of Smoking Cessation: An Analysis of Precontemplation, Contemplation, and Preparation Stages of Change.

TL;DR: This study tested the transtheoretical model of change that posits a series of stages through which smokers move as they successfully change the smoking habit, and results strongly support the stages of change model.
Book

Persuasive technology : using computers to change what we think and do

B. J. Fogg
TL;DR: Fogg has coined the phrase Captology (an acronym for computers as persuasive technologies) to capture the domain of research, design, and applications of persuasive computers as mentioned in this paper, and has revealed how Web sites, software applications, and mobile devices can be used to change people's attitudes and behavior.
Journal ArticleDOI

The effects of choice and enhanced personal responsibility for the aged: A field experiment in an institutional setting.

TL;DR: Assessment of the effects of enhanced personal responsibility and choice on a group of nursing home residents found a significant improvement for the experimental group over the comparison group on alertness, active participation, and a general sense of well-being.
Proceedings ArticleDOI

Design requirements for technologies that encourage physical activity

TL;DR: Houston, a prototype mobile phone application for encouraging activity by sharing step count with friends is described and four design requirements for technologies that encourage physical activity are presented, derived from a three-week long in situ pilot study that was conducted with women who wanted to increase their physical activity.
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