ArticleJMIR serious games2019
Effects of Social Interaction Mechanics in Pervasive Games on the Physical Activity Levels of Older Adults: Quasi-Experimental Study.
Article in JMIR serious games, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 11 papers, 3 of them syntheses that pooled it.
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Who cites it
11 citing papers in PubMed, 3 syntheses or guidelines pooled it, 28 citations in OpenAlex.
- Effectiveness of mHealth-Based Gamified Interventions on Physical Activity in Older Adults: Systematic Review.JMIR aging · 2025Pooled it
- Factors that influence older adults' participation in physical activity: a systematic review of qualitative studies.Age and ageing · 2023Pooled it
- The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review.JMIR mHealth and uHealth · 2022Pooled it
- Is Gamification the New Panacea for Health Behavioral Changes? Implications for the Health and Life Insurance Industry.JMIR serious games · 2026Article
- Dimensions of Interactive Pervasive Game Design: Systematic Review.JMIR serious games · 2023Review
- Ascertaining Medication Use and Patient-Reported Outcomes via an App and Exploring Gamification in Patients With Multiple Sclerosis Treated With Interferon β-1b: Observational Study.JMIR formative research · 2022Article
- Effects of Game Mode in Multiplayer Video Games on Intergenerational Social Interaction: Randomized Field Study.JMIR formative research · 2022Article
- Game Experience and Learning Effects of a Scoring-Based Mechanic for Logistical Aspects of Pediatric Emergency Medicine: Development and Feasibility Study.JMIR serious games · 2021Article
- Promoting Physical Activity in Japanese Older Adults Using a Social Pervasive Game: Randomized Controlled Trial.JMIR serious games · 2021Article
- Go&Grow: An Evaluation of a Pervasive Social Exergame for Caregivers of Loved Ones with Dementia.Proceedings of the ACM on human-computer interaction · 2020Article
- Mapping Behavioral Health Serious Game Interventions for Adults With Chronic Illness: Scoping Review.JMIR serious games · 2020Article
Corrections and comments
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Authors and funding
10 authors at 4 institutions in 2 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundThe novel genre of pervasive games, which aim to create more fun and engaging experiences by promoting deeper immersion, could be a powerful strategy to stimulate physical activity among older adults. To use these games more effectively, it is necessary to understand how different design elements affect player behavior.
objectiveThe aim was to vary a specific design element of pervasive games for older adults, namely social interaction, to test the effect on levels of physical activity.
methodsOver 4 weeks, two variations of the same pervasive game were compared: social interaction for the test group and no social interaction for the control group. In both versions, players had to walk to physical locations and collect virtual cards, but the social interaction version allowed people to collaborate to obtain more cards. Weekly step counts were used to evaluate the effect on each group, and the number of places visited was used as an indicator of play activity.
resultsA total of 32 participants were recruited (no social interaction=15, social interaction=17); 18 remained until the end of the study (no social interaction=7, social interaction=11). Step counts during the first week were used as the baseline (no social interaction: mean 17,099.4, SE 3906.5; social interaction: mean 17,981.9, SE 2171.1). For the following weeks, changes to individual baseline were as follows for no social interaction (absolute/proportional): 383.8 (SE 563.8)/1.1% (SE 4.3%), 435.9 (SE 574.5)/2.2% (SE 4.6%), and -106.1 (SE 979.9)/-2.6% (SE 8.1%) for weeks 2, 3, and 4, respectively. For social interaction they were 3841.9 (SE 1425.4)/21.7% (SE 5.1%), 2270.6 (SE 947.1)/16.5% (SE 4.4%), and 2443.4 (SE 982.6)/17.9% (SE 4.7%) for weeks 2, 3, and 4, respectively. Analysis of group effect was significant (absolute change: η
conclusionsSocial interaction design elements of the pervasive game may have some positive effects on the promotion of physical activity, although other factors might also have influenced this effect.
trial registrationJapan Medical Association Clinical Trial Registration Number JMA-IIA00314; https://dbcentre3.jmacct.med.or.jp/JMACTR/App/JMACTRS06/JMACTRS06.aspx?seqno=7274 (Archived by WebCite at http://www.webcitation.org/761a6MVAy).
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