‘Exergames’ not perfect, but can lead to more exercise

EAST LANSING, Mich. — Active video games, also known as “exergames,” are not the perfect solution to the nation’s sedentary ways, but they can play a role in getting some people to be more active.

Michigan State University’s Wei Peng reviewed published research of studies of these games and says that most of the AVGs provide only “light-to-moderate” intensity physical activity.

And that, she says, is not nearly as good as what she calls “real-life exercise.”

“For those not engaging in real-life exercise, this may be a good step toward this,” said Peng, an assistant professor of telecommunication, information studies and media. “Eventually the goal is to help them get somewhat active and maybe move to real-life exercise.”

Of the 41 AVG studies the researchers looked at, only three of them proved to be an effective tool in increasing physical activity.

“Some people are very enthusiastic about exergames,” Peng said. “They think this will be the perfect solution to solve the problem of sedentary behavior. But it’s not that easy.”

It’s generally recommended that the average adult get 30 minutes of moderate to vigorous exercise each day. Unfortunately, most of the games that were studied provided only light activity, “so they were not meeting the recommendations,” Peng said.

However, for some populations light-to-moderate activity can sometimes be enough.

“The games do have the potential to be useful,” Peng said, “especially for populations that are more suitable to light-to-moderate activity – seniors, for example.”

Peng said exergames also have proven to be useful when used in structured exercise programs, such as those used for rehabilitation or in senior citizen centers.

“Just giving the games to people may not be a good approach,” Peng said. “They may not use it or use it effectively. It’s better if used in a structured program where there are more people participating.”

Peng and colleagues’ findings are detailed in the recent edition of the journal Health Education and Behavior.

Other authors of the paper are Julia Crouse, a doctoral student in the MSU College of Communication Arts and Sciences, and Jih-Hsuan Lin, a faculty member at the National Chiao Tung University in Taiwan.

The research was funded by a grant from the Robert Wood Johnson Foundation’s Pioneer Portfolio through its national program, Health Games Research.

http://news.msu.edu/story/-exergames-not-perfect-but-can-lead-to-more-exercise/

White House Academic Consortium on Games for Impact Launched

On July 26, Carrie Heeter, Michigan State University Professor of Telecommunication, Information Studies, and Media, participated in the inaugural meeting of the Academic Consortium on Games for Impact at White House Office of Science and Technology Policy in Washington, DC. The event was organized by Dr. Constance Steinkuehler Squire, Senior Policy Analyst with the White House Office of Science and Technology Policy.

Twenty academic members from 19 universities were invited to attend the initial meeting including Arizona State University, Carnegie Mellon, Dartmouth, Florida State University, Georgia Tech, , Harvard, Michigan State University, MIT, Indiana University , Northeastern University, Northwestern, NYU, Parson’s New School for Design, Vanderbilt, UC Santa Barbara, University of Wisconsin, University of Washington, and Yale.

In addition to consortium members, the event was attended by 43 consortium partners from government and industry, including the National Science Foundation, National Institutes of Health, Department of Education, Office of Health and Human Services, DARPA, NASA’s Federal Games Guild, Gates Foundation, MacArthur Foundation, Pearson Foundation, Kauffman Foundation, California Endowment, Joan Ganz Cooney Center, Google, Microsoft Research, Microsoft Educational Games, Sony Corporation, Games for Change, Games for Health, Epic Games, Valve, Digital Promise, eLine Media, Global Game Jam, Learning Games Network, BrainPop, Wilson Center, HFG Enterprises, Gamedesk, and the Entertainment Software Association.

“It was inspiring to be present with such a diverse group of minds and interests, united in the desire to advance gaming and games research to make a difference in the world,” Heeter said. Constance’s introduction ended with a slide of Obama pointing at the group, and the remark “remember, Obama needs you…”

“I have a new appreciation for the big picture, of how our collective work fits in an historic, national, and international movement. The choices I make in teaching, design, and research related to impact games will be informed by that perspective. And I look forward to helping to grow and nurture the consortium,” Heeter concluded.

The inaugural meeting of the Academic Consortium on Games for Impact in the Indian Treaty Room of the Eisenhower Executive Office Building. (Professor Heeter is on the far right.) Photo courtesy of Susan Gold, Global Game Jam.

Meaningful Play 2012 last call for submissions!

Meaningful Play 2012
October 18 – 20, 2012
East Lansing, MI, USA
http://meaningfulplay.msu.edu

Call for submissions deadline is Sunday, July 29, 2012.

Meaningful Play 2012 Paper, Panel, Poster, Roundtable, Workshop, and Game Submissions are sought from both researchers and practitioners in academia and industry. Graduate and advanced undergraduate students are also encouraged to submit either jointly with an industry professional or faculty mentor or alone.

Meaningful Play 2012 and the Journal of Gaming and Culture have partnered to bring a special issue of the journal containing top papers from the Meaningful Play 2012 conference. Top paper authors will be invited to revise their Meaningful Play paper for publication consideration in the special issue. The Journal of Games and Culture is a peer-reviewed, international journal that promotes innovative theoretical and empirical research about games and culture within interactive media. Complete details on the journal are available at: http://gac.sagepub.com/

Details on the conference, including the call for submissions, are available at: http://meaningfulplay.msu.edu

Be sure to LIKE us on Facebook for the latest Meaningful Play program announcements (http://www.facebook.com/GamesAndMeaningfulPlay )

Special Events at Meaningful Play 2012

We are excited to announce several special events to take place at Meaningful Play 2012 (http://meaningfulplay.msu.edu/ ), taking place October 18-20, 2012 in East Lansing, MI.

Special events include:

* Special Presentation, Wednesday, Oct. 17 – Pre-conference Quello Center Lecture Series presentation by Dr. Constance Steinkuehler, faculty member in the Games, Learning and Society program at University of Wisconsin, who is currently serving as Senior Policy Analyst at the Office of Science and Technology Policy in the Executive Office of the U.S. President. Her speech will take place Wednesday evening before the first day of Meaningful Play and is open to all conference attendees.

* Conference Party, Thursday, Oct. 18 – Chance to mix and mingle with conference goers at the Opening Reception, view late breaking research at the Poster Session, and play “meaningful” games at the Game Exhibition (appetizers and drinks provided).

* Popcorn and a Movie, Friday, Oct. 19 – Get a snapshot into the trials and tribulations of an indie game developer in the screening of the Sundance Award Winning documentary, “Indie Game: the Movie”. A Q&A session with the directors of the movie will follow the screening.

* Conference Wrap Up, Saturday, Oct. 20 – Enjoy the provided lunch during the closing keynote with Michael John, General Manager of the “GLASS Lab,” an unprecedented cooperative effort between the Gates Foundation, MacArthur Foundation, and EA to create educational games.

* Game Room, Throughout – Build meaningful connections with your fellow conference goers while playing a digital or board game in the Meaningful Play Game Room.

Serious games, including games for learning, are among the core strands of Meaningful Play 2012, a conference about theory, research, and game design innovations, principles and practices. Meaningful Play brings scholars and industry professionals together to understand and improve upon games to entertain, inform, educate, and persuade in meaningful ways.

The conference will include thought-provoking keynotes from leaders in academia and industry, peer-reviewed paper presentations, panel sessions (including academic and industry panels), innovative workshops, roundtable discussions, and exhibitions of games and prototypes.

Presentation AND game submissions are due July 29, 2012. Complete details on the conference are available at:http://meaningfulplay.msu.edu/

Details on the conference, including the call for submissions, are available at: http://meaningfulplay.msu.edu/

And please visit http://seriousgames.msu.edu/ for information on our fully online serious games graduate certificate, undergraduate, master’s, and doctoral degree programs in games and meaningful play.

Complete Keynote Line-Up for Meaningful Play 2012!

We are excited to announce the complete keynote line-up for Meaningful Play 2012 (http://meaningfulplay.msu.edu/ ), taking place October 18-20, 2012 in East Lansing, MI.

Serious games, including games for learning, are among the core strands of Meaningful Play 2012, a conference about theory, research, and game design innovations, principles and practices. Meaningful Play brings scholars and industry professionals together to understand and improve upon games to entertain, inform, educate, and persuade in meaningful ways.

Presentation AND game submissions are due July 16, 2012. Complete details on the conference are available at: http://meaningfulplay.msu.edu/

Keynote Speakers:

—>Michael John, General Manager, EA Glass Lab

Michael John (“MJ”) has been a senior Creative Director at Electronic Arts for over four years, coming on the heels of close to 20 years designing highly successful commercial video games. As an industry elder, MJ has been a leader in training and mentoring EA’s design community, as well as leading various R&D projects. Most recently, MJ has taken on the position of General Manager of the “GLASS Lab,” an unprecedented cooperative effort between the Gates Foundation, MacArthur Foundation, and EA to create educational games.

—>Ann DeMarle, Associate Professor, Champlain College

Ann DeMarle directs Champlain College’s Emergent Media Center and the Masters of Fine Arts in Emergent Media (EMC). Founder of the Game Development and the Multimedia undergraduate degrees, and upon the receipt of the Roger H. Perry Endowed Chair, she launched the EMC with a mission to bring Champlain students’ media and technology expertise to businesses and non-profits looking to explore and create new solutions. Key projects include UN sponsored BREAKAWAY—a game to address violence against women, two RWJ funded games for Cystic Fibrosis patients, and a Ford Foundation sponsored game on wealth distribution.

—>John Ferrara, author and Creative Director, Megazoid Games

John Ferrara is the creative director of Megazoid Games and author of the new book Playful Design. His nutrition education game Fitter Critters was a top prizewinner in the Apps for Healthy Kids contest, an initiative of Michelle Obama’s “Let’s Move!” campaign. John’s professional background is in software user experience design and his educational background is in film; today he is a forceful advocate for holistic integration across multiple disciplines concerned with the construction of human experiences. He believes that games can effect meaningful change in the real world, that game designers are permanently transforming culture, and that play is a fundamental function of life. You can follow John on Twitter at @playfuldesign.

—>Phaedra Boinodiris, Serious Games Program Manager, IBM

As producer of IBM’s award-winning INNOV8 series of serious games, Phaedra Boinodiris is responsible for IBM’s broader serious games strategy, leading their global effort of leveraging serious games to provide greater agility for businesses and organizations in an increasingly complex environment. Boinodiris’ INNOV8 games are being used in over 1000 schools worldwide to teach students the fundamentals of business optimization and her first Smarter Planet game, CityOne, is the #1 web-based lead generating asset for IBM’s largest brand. Boinodiris was honored by Women in Games International as one of the top 100 women in the games industry. Prior to working at IBM, she co-founded WomenGamers.Com, a popular women’s gaming portal where she subsequently started the first scholarship for women to pursue degrees in game design and development in the US.

—>Donald Brinkman, Manager of Digital Humanities, Digital Heritage, and Games for Learning Microsoft Research

Donald Brinkman manages external programs in digital humanities, digital heritage and games for learning at Microsoft Research. Donald supports the Games for Learning Institute, a consortium of 8 universities, 14 principal investigators, and a small army of graduate students whose mission is to explore what makes games fun, what makes them educational, and how to best blend the two goals. He is the Microsoft champion for the Just Press Play project, an experiment to transform the undergraduate education of 750 students at Rochester Institute of Technology into a gameful narrative. Other projects include Project Garibaldi and Game Show NYC.

Before joining MSR, Donald served for two years as a technical program manager for the Microsoft education group. In that role he was responsible for defining vision of innovative business intelligence and analytics for education as well as driving a variety of enterprise-scale server capabilities. Prior to joining Microsoft he spent eight years in developmental and technical roles acquiring and executing government research contracts in areas such as quantum computation; signals intelligence; electromagnetic and kinetic simulations; behavioral economics; game theory; and cross-cultural communications. Donald is a writer, painter, game designer, and a passionate advocate of the benefits of building bridges between technical and humanist disciplines. He is particularly interested in disruptive technologies that leverage crowdsourcing, social computing, culture jamming, transmedia, and other non-traditional approaches.

—>Kurt Squire, Associate Professor, University of Wisconsin–Madison

Kurt Squire is an associate professor at the University of Wisconsin-Madison in the Educational Communications and Technology division of Curriculum and Instruction and Associate Director for Educational Research and Development at the Wisconsin Institutes for Discovery. Squire’s research investigates the design of game-based learning environments from a socio-cultural perspective, and he’s the author of over 75 scholarly works. Recently Squire received an NSF CAREER grant to study scientific citizenship through playing Citizen Science, a role playing game for scientific citizenship. With support from the MacArthur Foundation, Squire also produced ARIS, a mobile learning platform that is currently available on iTunes. Squire is a former Montessori and primary school teacher and was co-director of the Education Arcade. Squire is the vice president and a founding member of the Learning Games Network.

Squire earned his doctorate in Instructional Systems Technology from Indiana University; his dissertation research examined students’ learning through a game-based learning program he designed around Civilization III. Squire co-founded Joystick101.org with Jon Goodwin and wrote a monthly column with Henry Jenkins for Computer Games Magazine. In addition to writing over 75 scholarly articles and book chapters, he has given dozens of talks and invited addresses in North America, Europe, and Asia. Squire’s current research interests center on the impact of contemporary gaming practices on learning, schooling and society.