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What is Exercise Persistence

Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice
Amount of time spent performing exercise tasks.
Published in Chapter:
Buddy Up for Exergames: How Group Dynamics Principles Can Be Applied to Active Health Games
Alison Ede (Michigan State University, USA), Samuel Thomas Forlenza (Shippensburg University, USA), and Deborah L. Feltz (Michigan State University, USA)
DOI: 10.4018/978-1-4666-9522-1.ch011
Abstract
Many adults and children in the U.S. are not active enough to meet the U.S. Department of Health and Human Services guidelines for physical activity to maintain health and reduce the risk of chronic disease. Exergames (exercise video games) have the potential to promote physical activity, and researchers have examined ways for improving motivation to exercise for longer and at higher intensities with these types of games. This chapter considers group dynamics principles as one way to influence motivation within exergames to help realize better health outcomes. We illustrate how group dynamics principles can be applied to exergames and how different task structures within groups (e.g., conjunctive, additive, and coactive tasks) can influence motivation. One group dynamic principle, the Köhler motivation gain effect, has been the basis of a series of research studies that we have conducted within exergames. We summarize this research, discuss the issues, controversies, and problems with using group dynamics in exergames, and provide possible solutions and recommendations.
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