Social play in an exergame: how the need to belong predicts adherence

Maximus Kaos, Ryan E Rhodes, Perttu Hämäläinen, T.C. Nicholas Graham

Publikation: Kapitel i bog/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

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The general trend in exercise interventions, including those based on exergames, is to see high initial enthusiasm but signifcantly declining adherence. Social play is considered a core tenet of the design of exercise interventions help foster motivation to play. To determine whether social play aids in adherence to exergames, we analyzed data from a study involving fve waves of six-week exergame trials between a single-player and multiplayer group. In this paper, we examine the multiplayer group to determine who might beneft from social play and why. We found that people who primarily engage in group play have superior adherence to people who primarily play alone. People who play alone in a multiplayer exergame have worse adherence than playing a single-player version, which can undo any potential beneft of social play. The primary construct distinguishing group versus alone players is their sense of program belonging. Program belonging is, thus, crucial to multiplayer exergame design.

TitelProceedings of the 2019 CHI Conference on Human Factors in Computing Systems
ForlagAssociation for Computing Machinery
ISBN (Elektronisk)9781450359702
StatusUdgivet - 2019
Udgivet eksterntJa


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