Fish'n'Steps: Encouraging Physical Activity with an Interactive Computer Game

Fish'n'Steps: Encouraging Physical Activity with an Interactive Computer Game

2006 | James J. Lin, Lena Mamykina, Silvia Lindtner, Gregory Delajoux, and Henry B. Strub
The paper "Fish'n'Steps: Encouraging Physical Activity with an Interactive Computer Game" by James J. Lin, Lena Mamykina, Silvia Lindtner, Gregory Delajoux, and Henry B. Strub from Siemens Corporate Research explores the use of a social computer game to promote physical activity. The game, Fish'n'Steps, links players' daily step counts to the growth and activity of a virtual fish in a tank, with additional incentives for social interaction and competition. A 14-week study with 19 participants showed that the game effectively increased physical activity and improved attitudes towards exercise. The Transtheoretical Model of Behavioral Change was used to analyze the participants' behavior changes, revealing that the game was particularly effective for those in the pre-contemplation and termination stages of change. The study also highlighted the importance of initial excitement, emotional attachment to the virtual pet, and the balance between cooperation and competition in maintaining engagement. Despite some challenges with sustainability and intrusiveness, the game demonstrated potential as a tool to encourage long-term behavioral change.The paper "Fish'n'Steps: Encouraging Physical Activity with an Interactive Computer Game" by James J. Lin, Lena Mamykina, Silvia Lindtner, Gregory Delajoux, and Henry B. Strub from Siemens Corporate Research explores the use of a social computer game to promote physical activity. The game, Fish'n'Steps, links players' daily step counts to the growth and activity of a virtual fish in a tank, with additional incentives for social interaction and competition. A 14-week study with 19 participants showed that the game effectively increased physical activity and improved attitudes towards exercise. The Transtheoretical Model of Behavioral Change was used to analyze the participants' behavior changes, revealing that the game was particularly effective for those in the pre-contemplation and termination stages of change. The study also highlighted the importance of initial excitement, emotional attachment to the virtual pet, and the balance between cooperation and competition in maintaining engagement. Despite some challenges with sustainability and intrusiveness, the game demonstrated potential as a tool to encourage long-term behavioral change.
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