Phone Row: A Smartphone Game Designed to Persuade People to Engage in Moderate-Intensity Physical Activity

Few people reach the recommended levels of moderate-intensity physical activity (MIPA). This study examines whether persuasive technology, in the form of a smartphone game, can help people engage more in MIPA. A smartphone boat racing game was developed that requires users to make rowing movements and therefore engage in MIPA to play it successfully. With these rowing movements, users can control the movement of a virtual boat across a virtual track on an external screen. Users were fond of the concept of the game. However, a sub-optimal implementation resulted in users not wanting to replay the game and thus not developing a habit involving performance of MIPA. The implementation of the concept was inadequate for testing the hypothesis that a smartphone game can help people engage more in MIPA.

[1]  Barbara Chamberlin,et al.  The Power of Play: Innovations in Getting Active Summit 2011 A Science Panel Proceedings Report From the American Heart Association , 2011, Circulation.

[2]  Martin Tomitsch,et al.  Comparative Feedback in the Street: Exposing Residential Energy Consumption on House Façades , 2011, INTERACT.

[3]  Yvonne de Kort,et al.  Persuasive Technology for Human Well-Being: Setting the Scene , 2006, PERSUASIVE.

[4]  Po-Wen Ku,et al.  Prevalence of leisure-time physical activity in Taiwanese adults: results of four national surveys, 2000-2004. , 2006, Preventive medicine.

[5]  Anastasis D. Petrou Review of “Persuasive technology: Using computers to change what we think and do by B. J. Fogg” Morgan Kaufmann, 2003 , 2003 .

[6]  B. J. Fogg,et al.  Persuasive technology: using computers to change what we think and do , 2002, UBIQ.

[7]  Volker Wulf,et al.  Sports over a Distance , 2006, Personal and Ubiquitous Computing.

[8]  James A. Landay,et al.  Design requirements for technologies that encourage physical activity , 2006, CHI.

[9]  Dominique Brodbeck,et al.  Persuasiveness of a Mobile Lifestyle Coaching Application Using Social Facilitation , 2006, PERSUASIVE.

[10]  Kevin Norton,et al.  Position statement on physical activity and exercise intensity terminology. , 2010, Journal of science and medicine in sport.

[11]  Nadia Bianchi-Berthouze,et al.  Does Body Movement Engage You More in Digital Game Play? and Why? , 2007, ACII.

[12]  G. Atkinson,et al.  The physiological cost and enjoyment of Wii Fit in adolescents, young adults, and older adults. , 2010, Journal of physical activity & health.

[13]  Noah J. Goldstein,et al.  Social influence: compliance and conformity. , 2004, Annual review of psychology.

[14]  Privender Saini,et al.  Individual Differences in Persuadability in the Health Promotion Domain , 2010, PERSUASIVE.

[15]  James Woodcock,et al.  Non-vigorous physical activity and all-cause mortality: systematic review and meta-analysis of cohort studies. , 2011, International journal of epidemiology.

[16]  Kenta Yamamoto,et al.  METs in adults while playing active video games: a metabolic chamber study. , 2009, Medicine and science in sports and exercise.

[17]  J. Polder,et al.  Towards better health : The Dutch 2010 Public Health Status and Forecasts Report , 2011 .

[18]  Marco Winckler,et al.  Human-Computer Interaction - INTERACT 2011 - 13th IFIP TC 13 International Conference, Lisbon, Portugal, September 5-9, 2011, Proceedings, Part III , 2011, INTERACT.

[19]  David R Bassett,et al.  2011 Compendium of Physical Activities: a second update of codes and MET values. , 2011, Medicine and science in sports and exercise.

[20]  Hui Ting Chan,et al.  Minimum amount of physical activity for reduced mortality and extended life expectancy: a prospective cohort study , 2011, The Lancet.