Promoting Daily Physical Activity by Means of Mobile Gaming: A Review of the State of the Art

Monique Tabak, Marit van Weering, H.W. van Dijk, Miriam Marie Rosé Vollenbroek-Hutten

    Research output: Contribution to journalArticleAcademicpeer-review

    14 Citations (Scopus)

    Abstract

    Objectives: To review mobile games and gaming applications that claim to improve physical activity behavior in daily life. Search Methods: We searched PubMed, Web of Science, and the ACM Digital Library and performed a manual search of relevant journals and reference lists. Studies that reported on a mobile game that requires players to perform physical activity in daily life and where the game has specific goals, rules, and feedback mechanisms were included. This excludes non-mobile exergames. Theoretical foundations, game characteristics, and evaluation methodologies were assessed. Results: In total, 797 articles were identified through the search, of which 11 articles were included. The reviewed studies show that there is limited theoretical foundation for the game development, and most studies used goal setting as a motivation strategy to engage people in playing the game. There was a large variety in game characteristics found, although the majority of the studies used metaphors or avatars to visualize activity, whereas feedback was mostly provided in relation to the goal. Rewards and competition were the most commonly incorporated game elements. The evaluations were focused on feasibility, and clinical evidence is lacking with only two randomized controlled studies found. Conclusions: This review provides a first overview of mobile gaming applications to promote daily life physical activity and shows this as a new research area with demonstration of its acceptability and feasibility among the users. Clinical effectiveness and the added value of gaming in changing daily activity behavior have by far not yet been established.
    Original languageUndefined
    Pages (from-to)460-469
    Number of pages10
    JournalGames for health
    Volume4
    Issue number6
    DOIs
    Publication statusPublished - 23 Sep 2015

    Keywords

    • EWI-26300
    • Mobile
    • Gamification
    • IR-97827
    • Physical Activity
    • METIS-312719
    • Gaming

    Cite this

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    title = "Promoting Daily Physical Activity by Means of Mobile Gaming: A Review of the State of the Art",
    abstract = "Objectives: To review mobile games and gaming applications that claim to improve physical activity behavior in daily life. Search Methods: We searched PubMed, Web of Science, and the ACM Digital Library and performed a manual search of relevant journals and reference lists. Studies that reported on a mobile game that requires players to perform physical activity in daily life and where the game has specific goals, rules, and feedback mechanisms were included. This excludes non-mobile exergames. Theoretical foundations, game characteristics, and evaluation methodologies were assessed. Results: In total, 797 articles were identified through the search, of which 11 articles were included. The reviewed studies show that there is limited theoretical foundation for the game development, and most studies used goal setting as a motivation strategy to engage people in playing the game. There was a large variety in game characteristics found, although the majority of the studies used metaphors or avatars to visualize activity, whereas feedback was mostly provided in relation to the goal. Rewards and competition were the most commonly incorporated game elements. The evaluations were focused on feasibility, and clinical evidence is lacking with only two randomized controlled studies found. Conclusions: This review provides a first overview of mobile gaming applications to promote daily life physical activity and shows this as a new research area with demonstration of its acceptability and feasibility among the users. Clinical effectiveness and the added value of gaming in changing daily activity behavior have by far not yet been established.",
    keywords = "EWI-26300, Mobile, Gamification, IR-97827, Physical Activity, METIS-312719, Gaming",
    author = "Monique Tabak and {van Weering}, Marit and {van Dijk}, H.W. and Vollenbroek-Hutten, {Miriam Marie Ros{\'e}}",
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    Promoting Daily Physical Activity by Means of Mobile Gaming: A Review of the State of the Art. / Tabak, Monique; van Weering, Marit; van Dijk, H.W.; Vollenbroek-Hutten, Miriam Marie Rosé.

    In: Games for health, Vol. 4, No. 6, 23.09.2015, p. 460-469.

    Research output: Contribution to journalArticleAcademicpeer-review

    TY - JOUR

    T1 - Promoting Daily Physical Activity by Means of Mobile Gaming: A Review of the State of the Art

    AU - Tabak, Monique

    AU - van Weering, Marit

    AU - van Dijk, H.W.

    AU - Vollenbroek-Hutten, Miriam Marie Rosé

    N1 - eemcs-eprint-26300

    PY - 2015/9/23

    Y1 - 2015/9/23

    N2 - Objectives: To review mobile games and gaming applications that claim to improve physical activity behavior in daily life. Search Methods: We searched PubMed, Web of Science, and the ACM Digital Library and performed a manual search of relevant journals and reference lists. Studies that reported on a mobile game that requires players to perform physical activity in daily life and where the game has specific goals, rules, and feedback mechanisms were included. This excludes non-mobile exergames. Theoretical foundations, game characteristics, and evaluation methodologies were assessed. Results: In total, 797 articles were identified through the search, of which 11 articles were included. The reviewed studies show that there is limited theoretical foundation for the game development, and most studies used goal setting as a motivation strategy to engage people in playing the game. There was a large variety in game characteristics found, although the majority of the studies used metaphors or avatars to visualize activity, whereas feedback was mostly provided in relation to the goal. Rewards and competition were the most commonly incorporated game elements. The evaluations were focused on feasibility, and clinical evidence is lacking with only two randomized controlled studies found. Conclusions: This review provides a first overview of mobile gaming applications to promote daily life physical activity and shows this as a new research area with demonstration of its acceptability and feasibility among the users. Clinical effectiveness and the added value of gaming in changing daily activity behavior have by far not yet been established.

    AB - Objectives: To review mobile games and gaming applications that claim to improve physical activity behavior in daily life. Search Methods: We searched PubMed, Web of Science, and the ACM Digital Library and performed a manual search of relevant journals and reference lists. Studies that reported on a mobile game that requires players to perform physical activity in daily life and where the game has specific goals, rules, and feedback mechanisms were included. This excludes non-mobile exergames. Theoretical foundations, game characteristics, and evaluation methodologies were assessed. Results: In total, 797 articles were identified through the search, of which 11 articles were included. The reviewed studies show that there is limited theoretical foundation for the game development, and most studies used goal setting as a motivation strategy to engage people in playing the game. There was a large variety in game characteristics found, although the majority of the studies used metaphors or avatars to visualize activity, whereas feedback was mostly provided in relation to the goal. Rewards and competition were the most commonly incorporated game elements. The evaluations were focused on feasibility, and clinical evidence is lacking with only two randomized controlled studies found. Conclusions: This review provides a first overview of mobile gaming applications to promote daily life physical activity and shows this as a new research area with demonstration of its acceptability and feasibility among the users. Clinical effectiveness and the added value of gaming in changing daily activity behavior have by far not yet been established.

    KW - EWI-26300

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    KW - Gamification

    KW - IR-97827

    KW - Physical Activity

    KW - METIS-312719

    KW - Gaming

    U2 - 10.1089/g4h.2015.0010

    DO - 10.1089/g4h.2015.0010

    M3 - Article

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    SP - 460

    EP - 469

    JO - Games for health

    JF - Games for health

    SN - 2161-783X

    IS - 6

    ER -