title: Efficient and Effective Change Principles in Active Videogames.
abstract: Active videogames have the potential to enhance population levels of physical activity but have not been successful in achieving this aim to date. This article considers a range of principles that may be important to the design of effective and efficient active videogames from diverse discipline areas, including behavioral sciences (health behavior change, motor learning, and serious games), business production (marketing and sales), and technology engineering and design (human-computer interaction/ergonomics and flow). Both direct and indirect pathways to impact on population levels of habitual physical activity are proposed, along with the concept of a game use lifecycle. Examples of current active and sedentary electronic games are used to understand how such principles may be applied. Furthermore, limitations of the current usage of theoretical principles are discussed. A suggested list of principles for best practice in active videogame design is proposed along with suggested research ideas to inform practice to enhance physical activity.
authors.affiliation: 1 School of Physiotherapy and Exercise Science, Curtin University , Perth, Western Australia, Australia .
authors.forename: Leon M
authors.initials: LM
authors.lastname: Straker
authors.affiliation: 2 School of Psychology and Speech Pathology, Curtin University , Perth, Western Australia, Australia .
authors.forename: Ashley A
authors.initials: AA
authors.lastname: Fenner
authors.affiliation: 1 School of Physiotherapy and Exercise Science, Curtin University , Perth, Western Australia, Australia .
authors.forename: Erin K
authors.initials: EK
authors.lastname: Howie
authors.affiliation: 3 Department of Kinesiology, Michigan State University , East Lansing, Michigan.
authors.forename: Deborah L
authors.initials: DL
authors.lastname: Feltz
authors.affiliation: 4 Institute of Health and Wellbeing, University of Glasgow , Glasgow, Scotland, United Kingdom .
authors.forename: Cindy M
authors.initials: CM
authors.lastname: Gray
authors.affiliation: 5 College of Arts, Media, and Design, Bouvé College of Health Sciences, Northeastern University , Boston, Massachusetts.
authors.forename: Amy Shirong
authors.initials: AS
authors.lastname: Lu
authors.affiliation: 6 Exertion Games Lab, RMIT University , Melbourne, Victoria, Australia .
authors.forename: Florian Floyd
authors.initials: FF
authors.lastname: Mueller
authors.affiliation: 7 Department of Health Sciences and EMGO Institute for Health and Care Research, Faculty of Earth and Life Sciences, VU University Amsterdam , The Netherlands .|8 Body@Work, Research Center Physical Activity, Work and Health, TNO-VU/VU Medical Center, VU University Medical Center , Amsterdam, The Netherlands .|9 TNO, Expertise Centre Life Style , Leiden, The Netherlands .
authors.forename: Monique
authors.initials: M
authors.lastname: Simons
authors.affiliation: 10 School of Health and Social Development, Deakin University , Melbourne, Victoria, Australia .
authors.forename: Lisa M
authors.initials: LM
authors.lastname: Barnett
mesh_terms: D032763:Behavior Control / Q000379:methods*; D015444:Exercise / Q000523:psychology*; D006266:Health Education / Q000379:methods; D006293:Health Promotion / Q000379:methods*; D006801:Humans; D033183:Interdisciplinary Communication; D008389:Marketing of Health Services / Q000379:methods; D009042:Motivation; D009048:Motor Skills; D010565:Persuasive Communication; D057185:Sedentary Behavior; D012985:Software Design; D014584:User-Computer Interface; D018910:Video Games / Q000523:psychology*