Using an alternate reality game to increase physical activity and decrease obesity risk of college students

J Diabetes Sci Technol. 2012 Jul 1;6(4):828-38. doi: 10.1177/193229681200600414.

Abstract

Background: This quasi-experimental study investigated a game intervention--specifically, an alternate reality game (ARG)--as a means to influence college students' physical activity (PA). An ARG is an interactive narrative that takes place in the real world and uses multiple media to reveal a story.

Method: Three sections of a college health course (n = 115 freshman students) were assigned either to a game group that played the ARG or to a comparison group that learned how to use exercise equipment in weekly laboratory sessions. Pre- and post-intervention measures included weight, waist circumference, body mass index (BMI), percentage body fat (PBF), and self-reported moderate physical activity (MPA) and vigorous physical activity (VPA), and PA (steps/week).

Results: A significant group x time interaction (p = .001) was detected for PA, with a significant increase in PA for the game (p < .001) versus a significant decrease (p = .001) for the comparison group. Significant within-group increases for weight (p = .001), BMI (p = .001), and PBF (p = .001) were detected. A significant group x time interaction (p = .001) was detected when analyzing self-reported VPA, with both groups reporting decreases in VPA over time; however, the decrease was only significant for the comparison group (p < .001). No significant group differences were found for MPA.

Conclusions: It is important that any intervention meet the needs and interests of its target population. Here, the ARG was designed in light of the learning preferences of today's college students--collaborative and social, experiential and media-rich. Our results provide preliminary evidence that a game intervention can positively influence PA within the college student population.

Publication types

  • Clinical Trial
  • Research Support, Non-U.S. Gov't

MeSH terms

  • Actigraphy / instrumentation
  • Adolescent
  • Computer User Training / methods
  • Exercise Therapy / instrumentation
  • Exercise Therapy / methods
  • Female
  • Humans
  • Male
  • Motor Activity / physiology*
  • Obesity / etiology
  • Obesity / prevention & control*
  • Risk Factors
  • Students*
  • User-Computer Interface
  • Video Games*
  • Virtual Reality Exposure Therapy / instrumentation
  • Virtual Reality Exposure Therapy / methods*
  • Young Adult