Motivational Impact Of Virtual Workout Partners

Based on evidence people work harder with a partner than when working alone, a team of researchers are pairing college-age students with a virtual to study the impact on exercise trends.

Deborah , chairperson of MSU’s Department of Kinesiology, is leading a team that will use the and PlayStation 2 to measure what characteristics in a motivate people to exercise harder, longer or more frequently.

The research is funded by a $150,000 grant from the , a national organization focusing on health and .

in the United States is a big problem, and a key hurdle deals with problems of motivation,” said. “If people’s motivation can be improved to increase the intensity, duration and frequency of exercise by participating with a partner, they will realize better health outcomes.”

Unfortunately, researchers have found live are not always the most helpful.

“Individuals can become discouraged if they believe they can never keep up with their partner, or on the other hand, become bored if their partner is always slower,” said. “With a , this can be addressed.”

To accomplish this, more than 900 participants will take part in a study that matches an experimental group with using the and a modified PlayStation 2 game. Participants, who can view themselves on a large screen with the Eye , will work out while their perform the same exercises next to them.

and her team will analyze and adapt the characteristics of the – including , gender and age – to see which are most effective at improving endurance and .

“We want to find the optimal motivating principles to help people improve physical fitness, and then build into the best possible,” said. “Our research could open up a powerful set of new tools in health game design.”

and her colleagues, Norbert Kerr from the Department of Psychology and Joe Eisenmann from the Department of Kinesiology, join eight other research teams – including another from MSU – in the second round of foundation funding to develop digitally delivered games to achieve positive health outcomes.

Wei Peng and Brian Winn of the Department of Telecommunication, Information Studies and Media, and Karin Pfeiffer from the Department of Kinesiology, will use a $284,000 grant to explore how digitally delivered games such as Wii Fit and Dance Dance Revolution can improve health. -

As part of its Health Games Research, shares and supports quality, evidence-based research that explores and documents how digitally-delivered games are improving health and heath care. More than $10 million has been awarded. -

Source: Jason Cody

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