7th International Conference on Pervasive Computing Technologies for Healthcare

Research Article

Designing for Spectators and Coaches: Social Support in Pervasive Health Games for Youth

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  • @INPROCEEDINGS{10.4108/icst.pervasivehealth.2013.252157,
        author={Erika Poole and Elsa Eiríksdóttir and Andrew Miller and Yan Xu and Richard Catrambone and Elizabeth Mynatt},
        title={Designing for Spectators and Coaches: Social Support in Pervasive Health Games for Youth},
        proceedings={7th International Conference on Pervasive Computing Technologies for Healthcare},
        publisher={IEEE},
        proceedings_a={PERVASIVEHEALTH},
        year={2013},
        month={5},
        keywords={active video games human-computer interaction social support youth},
        doi={10.4108/icst.pervasivehealth.2013.252157}
    }
    
  • Erika Poole
    Elsa Eiríksdóttir
    Andrew Miller
    Yan Xu
    Richard Catrambone
    Elizabeth Mynatt
    Year: 2013
    Designing for Spectators and Coaches: Social Support in Pervasive Health Games for Youth
    PERVASIVEHEALTH
    ICST
    DOI: 10.4108/icst.pervasivehealth.2013.252157
Erika Poole1,*, Elsa Eiríksdóttir2, Andrew Miller3, Yan Xu3, Richard Catrambone3, Elizabeth Mynatt3
  • 1: The Pennsylvania State University
  • 2: Reykjavik Academy
  • 3: Georgia Institute of Technology
*Contact email: epoole@ist.psu.edu

Abstract

Active video games and other technology-based interventions can promote physical activity participation in children and adolescents, particularly those who are uninterested in traditional sports or lack access to gyms, sports clubs, or safe neighborhood recreational environments. Yet simply placing a game console in a home or school might not be sufficient for changing physical activity behaviors. Rather, social support and opportunities for structured group activity may be important aspects of pervasive health games. We know little, however, about how to design active video games and other technology- based interventions in ways that explicitly allow for the provision of social support by other players as well as “spectators” of the game. Based on the results of a longitudinal study of an active video game used in American schools, this paper contributes design recommendations for features in pervasive health games that explicitly encourage social support.