Motivational strategies and approaches for single and multi-player exergames: a social perspective
Motivational strategies and approaches for
single and multi-player exergames: a social
perspective
Gerry Chan1, Ali Arya1, Rita Orji2 and Zhao Zhao3
1
Carleton School of Information Technology, Carleton University, Ottawa, ON, Canada
Faculty of Computer Science, Dalhousie University, Halifax, NS, Canada
3
Department of Systems and Computer Engineering, Carleton University, Ottawa, ON, Canada
2
ABSTRACT
Submitted 10 June 2019
Accepted 2 October 2019
Published 4 November 2019
Corresponding author
Gerry Chan,
Academic editor
Adriana Iamnitchi
Additional Information and
Declarations can be found on
page 25
DOI 10.7717/peerj-cs.230
Copyright
2019 Chan et al.
Distributed under
Creative Commons CC-BY 4.0
Background: Exergames have attracted the interest of academics, practitioners, and
designers, in domains as diverse as health, human-computer interaction, psychology,
and information technology. This is primarily because exergames can make the
exercise experience more enjoyable and entertaining, and in turn, can increase
exercise levels. Despite the many benefits of exergames, they suffer from retention
problems. Thus, the objective of this article was to review theories and game elements
that have been empirically examined or employed in an attempt to make exergames
more motivating so people engage in sustained physical activity (duration of physical
activity) in a repeating pattern over time (frequency of physical activity).
Methodology: A literature search and narrative review were conducted.
Results: Five major theories and elements were prevalent in the exergaming
literature: (1) self-determination theory, (2) gamification, (3) competition and
cooperation, (4) situational interest, and (5) social interaction. These theories and
elements are important for encouraging long-term play and show promise for
designing exergames to promote sustained engagement and motivate physical
activity. We discuss their strengths and weaknesses throughout the paper.
Conclusions: The long-term effectiveness of exergame interventions is unclear
mainly because of the limited amount of long-term studies. Better metrics are also
needed to evaluate this effectiveness. We also identified particular attention to social
factors and group dynamics, such as multi-player exergames and more effective
player matchmaking strategies for increasing social connectedness, as a key area of
future research.
Subjects Human-Computer Interaction, Emerging Technologies, Social Computing
Keywords Exergames, Social games, Physical activity, Motivation, Active video games, Social
interaction, Gamification, Situational interest
INTRODUCTION
A sedentary lifestyle is linked to many health concerns. Research suggests that sedentary
behavior—activities that involve extensive amounts of sitting such as television viewing
and desk-bound work, are associated with an increased risk of developing metabolic
dysfunction, cardiovascular disease, obesity, and lower levels of psychosocial health and
well-being (Tremblay et al., 2010). In contrast, living an active lifestyle through engaging in
regular exercise and physical activity is associated with many health benefits (Alpert, 2009).
How to cite this article Chan G, Arya A, Orji R, Zhao Z. 2019. Motivational strategies and approaches for single and multi-player
exergames: a social perspective. PeerJ Comput. Sci. 5:e230 DOI 10.7717/peerj-cs.230
1
Exergames are also commonly referred
to as active video games, active gaming,
movement-controlled video games, or
exertion games, in which interaction of
the interface requires physical effort
(Yim & Graham, 2007; Mueller, Gibbs &
Vetere, 2010).
However, common complaints associated with participation in exercise include factors
such as lack of social support, perceived feelings of exhaustion, and inconvenience of
environmental conditions (Myers & Roth, 1997). As a result, research has increased
focused on how to harness the power of technology to support people to be physically
active. These efforts have led to the emergence of videogames that require players use a
range of active body motions and hence encouraging physical activity in a fun and
engaging way. Such games are commonly referred to as “exergames.” Exergames1, which
are a combination of exercise and videogames (Yim & Graham, 2007), can make doing
exercise more enjoyable, and offer a safe, entertaining, and engaging environment to
motivate people to participate in physical activity (Altamimi & Skinner, 2012). In this
paper, we use the term exergame as a gamified experience that combines physical activity
(traditional exercise which involves “planned, structured, repetitive” movements
(Caspersen, Powell & Christenson, 1985) or other types of practice that makes the player
physically active) using game elements.
Despite the numerous benefits of exergames, they suffer from retention problems
(Graves et al., 2016; Rhodes et al., 2019; Sun, 2012). While some games entice players to
crave more play-time, other games dissuade players before they reach the next level or
the end-goal of a game. The problem of maintaining players’ motivation and keeping
them actively engaged is commonly referred to as player retention or game sustainability,
and has been an important and long-running investigation in the gaming community
(Debeauvais et al., 2010; Weber, Mateas & Jhala, 2011). In this paper, the term
“retention” is used interchangeably to describe a player’s continued participation in an
activity (such as exercise activity, videogame play, or exergame play) over time.
While players’ participation is the primary goal in this regard, keeping them
motivated can be the strongest tool the designers have, although participation is a
function of many other parameters. Also, it is possible that players may discontinue
playing a game, but continue being active through playing other exergames or
participating in other physical activities/sports. Since the designer of any particular game
may not know about what happens after the player leaves, the word participation in
the context of this paper refers to continued play in the same game. The duration of
sustainability would continue until the player reaches the end of the game; but ideally, to
keep living an active lifestyle, the player would move onto a new game, repeat play
of the same game, until they are able to maintain their exercise routine without
needing any motivation eventually, hence forming habitual health behaviours (Aarts,
Paulussen & Schaalma, 1997).
The purpose of this review is to study the strategies, theories, principles, and practices
that are considered by the existing research when designing exergames to increase players’
motivation as a means of increasing participation and as such improving retention/
sustainability. This includes the approaches that researchers have employed in an attempt
to create a more engaging and enjoyable play experience. Although much research on
exergames exists and is ongoing, there remain op (...truncated)