2023
Luoto, Tim
Kulttuuriantropologia, Oulun yliopisto, 2023, ISBN: 978-952-62-3876-0.
Abstract | Links | BibTeX | Avainsanat: augmented reality games (ARG), englanninkieliset väitöskirjat, exergames, gamification, health, persuasion, physical activity, wellbeing
@phdthesis{Luoto2023,
title = {Digital magic circle: Physically activating properties of the augmented reality games in the Northern context},
author = {Tim Luoto},
url = {https://urn.fi/URN:ISBN:9789526238760},
isbn = {978-952-62-3876-0},
year = {2023},
date = {2023-01-01},
urldate = {2023-01-01},
school = {Kulttuuriantropologia, Oulun yliopisto},
abstract = {With respect to physical fitness, activity and wellbeing, digital games are often considered as “screen-time”, which reduces healthy physical activities, often causing the player to sit down and eat unhealthily while playing. However, when recognising and identifying the persuasive properties in games, their “magic circle” can be used to activate and move the players instead of passivating them. Many Augmented Reality Games (ARGs), such as Ingress Prime and Pokémon GO, can increase the physical activity of the players. This multidisciplinary dissertation examines, identifies and categorises persuasive properties of several ARGs, studied in the arctic context.
The findings of this study are based on qualitative material, such as participant observation, interviews, discussions and comments of the players as well as quantitative data. This study is an applied digital ethnography, comprising of both offline and online interactions, material and methods. The qualitative material was analysed applying content analysis and the statistical material was analysed using statistical software analysis. The findings were reflected in the light of several cultural and motivational theories, such as the flow and self-determination theories, as well as theories considering digital persuasion.
Digital, as well as traditional, games are inherently persuasive; they lure the player to continue playing. Based on this study, the “digital magic circle” comprises multiple cultural and psychological factors, as well as several factors related specifically to digital media. Essentially, games offer the players purposeful activity with clear and achievable goals: the more successful the game design, the stronger the persuasive power. Playing such games may cause the optimal experience (flow) in player, often resulting in the player to play even more. Such persuasiveness could be implemented in “moving games” like ARGs, increasing the player’s physical activity, affecting health and wellbeing.},
keywords = {augmented reality games (ARG), englanninkieliset väitöskirjat, exergames, gamification, health, persuasion, physical activity, wellbeing},
pubstate = {published},
tppubtype = {phdthesis}
}
The findings of this study are based on qualitative material, such as participant observation, interviews, discussions and comments of the players as well as quantitative data. This study is an applied digital ethnography, comprising of both offline and online interactions, material and methods. The qualitative material was analysed applying content analysis and the statistical material was analysed using statistical software analysis. The findings were reflected in the light of several cultural and motivational theories, such as the flow and self-determination theories, as well as theories considering digital persuasion.
Digital, as well as traditional, games are inherently persuasive; they lure the player to continue playing. Based on this study, the “digital magic circle” comprises multiple cultural and psychological factors, as well as several factors related specifically to digital media. Essentially, games offer the players purposeful activity with clear and achievable goals: the more successful the game design, the stronger the persuasive power. Playing such games may cause the optimal experience (flow) in player, often resulting in the player to play even more. Such persuasiveness could be implemented in “moving games” like ARGs, increasing the player’s physical activity, affecting health and wellbeing.
2021
Leinonen, Anna-Maiju
Technology for promoting physical activity in young men Väitöskirja
Lääketieteen tekniikka, Oulun yliopisto, 2021, ISBN: 978-952-62-2887-7.
Abstract | Links | BibTeX | Avainsanat: activity monitor, adolescent, behavior change, englanninkieliset väitöskirjat, gamification, health, sedentary behavior, self-monitoring
@phdthesis{Leinonen2021,
title = {Technology for promoting physical activity in young men},
author = {Anna-Maiju Leinonen},
url = {http://urn.fi/urn:isbn:9789526228877},
isbn = {978-952-62-2887-7},
year = {2021},
date = {2021-01-01},
school = { Lääketieteen tekniikka, Oulun yliopisto},
abstract = {Although the health benefits of physical activity (PA) are well known, the majority of adolescents are not sufficiently physically active. New innovative ways to promote active lifestyles are needed. This study aimed to evaluate the effectiveness of a wrist-worn activity monitor (Polar Active) and a gamified web-based mobile service in promoting PA in young men. The study also examined the convergent validity between three different accelerometer-based PA measurement methods.
In this study, two randomized controlled trials (RCT) were conducted in Oulu, Finland among 18-year-old men. The three-month RCT (n=276) was conducted in fall 2012 and the six-month population-based RCT (n=496) between September 2013 and March 2014. In both trials, participants were randomized to an intervention and a control group. The intervention group was given the wrist-worn Polar Active monitor with PA feedback. In the six-month trial, the intervention group also got access to a mobile service developed in this study. During both trials, PA was continuously measured in both study groups. In the control group, PA was measured with an otherwise similar monitor but which provided only the time of day and no feedback. The convergent validity was examined between the agreement in time spent at different PA levels using Polar Active, mean amplitude deviation (MAD) of raw acceleration, and Actigraph with the Freedson thresholds. In the validation study, all three activity monitors were continuously used for two weeks by 41 volunteers.
The three-month trial had a short-term positive effect on daily moderate-to-vigorous PA (MVPA) and sedentary time in the intervention group. The positive change in sedentary time was sustained for longer. During the six-month trial, a positive trend in favor of the intervention group was observed in daily MVPA. Low amount of daily vigorous PA at baseline was associated with the increase in MVPA. The functionalities of the mobile service related to PA were perceived as important and motivating, but the overall compliance with using the service and activity monitor remained low. In free-living conditions, the agreement between Polar Active, MAD, and Actigraph was dependent on the activity thresholds used and PA intensity. The information provided by this study can be utilized in future development of technology-based health services for activating young people.},
keywords = {activity monitor, adolescent, behavior change, englanninkieliset väitöskirjat, gamification, health, sedentary behavior, self-monitoring},
pubstate = {published},
tppubtype = {phdthesis}
}
In this study, two randomized controlled trials (RCT) were conducted in Oulu, Finland among 18-year-old men. The three-month RCT (n=276) was conducted in fall 2012 and the six-month population-based RCT (n=496) between September 2013 and March 2014. In both trials, participants were randomized to an intervention and a control group. The intervention group was given the wrist-worn Polar Active monitor with PA feedback. In the six-month trial, the intervention group also got access to a mobile service developed in this study. During both trials, PA was continuously measured in both study groups. In the control group, PA was measured with an otherwise similar monitor but which provided only the time of day and no feedback. The convergent validity was examined between the agreement in time spent at different PA levels using Polar Active, mean amplitude deviation (MAD) of raw acceleration, and Actigraph with the Freedson thresholds. In the validation study, all three activity monitors were continuously used for two weeks by 41 volunteers.
The three-month trial had a short-term positive effect on daily moderate-to-vigorous PA (MVPA) and sedentary time in the intervention group. The positive change in sedentary time was sustained for longer. During the six-month trial, a positive trend in favor of the intervention group was observed in daily MVPA. Low amount of daily vigorous PA at baseline was associated with the increase in MVPA. The functionalities of the mobile service related to PA were perceived as important and motivating, but the overall compliance with using the service and activity monitor remained low. In free-living conditions, the agreement between Polar Active, MAD, and Actigraph was dependent on the activity thresholds used and PA intensity. The information provided by this study can be utilized in future development of technology-based health services for activating young people.
2019
Pyky, Riitta
Liikuntalääketiede, Oulun yliopisto, 2019, ISBN: 978-952-62-2456-5.
Abstract | Links | BibTeX | Avainsanat: adolescent, englanninkieliset väitöskirjat, environment, exercise, gamification, health, intervention, parents, physical activity, sedentary behaviour, tailoring, youth
@phdthesis{Pyky2019,
title = {Physical activity and sedentary behaviour in young men: The determinants and effectiveness of a tailored, mobile, gamified intervention},
author = {Riitta Pyky},
url = {http://urn.fi/urn:isbn:9789526224565},
isbn = {978-952-62-2456-5},
year = {2019},
date = {2019-01-01},
school = {Liikuntalääketiede, Oulun yliopisto},
abstract = {Physical inactivity and sedentary behaviour (SB) are harmful to health, but both globally and in Finland, 80% of adolescents are not physically active enough and they sit too much. Unhealthy behaviour seems to accumulate in young men. Factors underlying unhealthy behaviour should be identified, and based on these, effective interventions for health promotion should be developed. In this study we aimed to clarify the determinants of physical activity (PA) and SB in young men. In addition, we studied the effects of a gamified, tailored, mobile PA intervention on PA and subjective wellbeing.
Population-based data were collected in call-ups organized by the Finnish Defence Forces in 2010, 2012 and 2013 in the Oulu area, Finland. Altogether 2526 approximately 18-year-old men filled in a questionnaire, attended physical performance tests and went through a medical examination. In 2013, all 811 men who attended physiological measurements were invited to participate in a six-month randomized controlled trial, and 496 (61%) of them agreed to do so and were randomized into intervention (n=250) and control (n=246) groups. The intervention group got access to a mobile service developed in this study. PA and SB were continuously monitored during the trial. The PA and SB of the controls was measured without feedback on behaviour.
The profiles “exercising but sitting”, “feeling unhappy”, “symptoms of disordered eating”, “being unfit with appearance-related motivation” and “gaming” were found among the sedentary young men. The men living in both built and natural environments were equally physically active. The mother’s PA was associated with PA in men living in the built environment and the father’s PA with PA among natural environment residents. The intervention had a borderline positive effect on moderate-to-vigorous PA, but there was no change in SB or light PA. Life satisfaction improved both in the intervention group and the control group. Various functionalities related to the PA of the mobile service were considered important. However, the compliance in using the service was limited. Improvements in PA, self-rated health and life satisfaction were seen, especially among the men in the intervention group with low levels of PA and poor subjective wellbeing at baseline.
This study complements existing knowledge on the PA and SB of youth and the findings on the effects of technology-based PA promotion. The study adds to literature on individual, environmental and parental factors underlying SB and PA in young men. These findings highlight the importance of individually designed health promotion among young men.},
keywords = {adolescent, englanninkieliset väitöskirjat, environment, exercise, gamification, health, intervention, parents, physical activity, sedentary behaviour, tailoring, youth},
pubstate = {published},
tppubtype = {phdthesis}
}
Population-based data were collected in call-ups organized by the Finnish Defence Forces in 2010, 2012 and 2013 in the Oulu area, Finland. Altogether 2526 approximately 18-year-old men filled in a questionnaire, attended physical performance tests and went through a medical examination. In 2013, all 811 men who attended physiological measurements were invited to participate in a six-month randomized controlled trial, and 496 (61%) of them agreed to do so and were randomized into intervention (n=250) and control (n=246) groups. The intervention group got access to a mobile service developed in this study. PA and SB were continuously monitored during the trial. The PA and SB of the controls was measured without feedback on behaviour.
The profiles “exercising but sitting”, “feeling unhappy”, “symptoms of disordered eating”, “being unfit with appearance-related motivation” and “gaming” were found among the sedentary young men. The men living in both built and natural environments were equally physically active. The mother’s PA was associated with PA in men living in the built environment and the father’s PA with PA among natural environment residents. The intervention had a borderline positive effect on moderate-to-vigorous PA, but there was no change in SB or light PA. Life satisfaction improved both in the intervention group and the control group. Various functionalities related to the PA of the mobile service were considered important. However, the compliance in using the service was limited. Improvements in PA, self-rated health and life satisfaction were seen, especially among the men in the intervention group with low levels of PA and poor subjective wellbeing at baseline.
This study complements existing knowledge on the PA and SB of youth and the findings on the effects of technology-based PA promotion. The study adds to literature on individual, environmental and parental factors underlying SB and PA in young men. These findings highlight the importance of individually designed health promotion among young men.
2017
Männikkö, Niko
Hoitotiede, Oulun yliopisto, 2017, ISBN: 978-952-62-1658-4.
Abstract | Links | BibTeX | Avainsanat: addictive behavior, adolescents, digital games, englanninkieliset väitöskirjat, health, internet gaming disorder, prevalence, young adults
@phdthesis{Männikkö2017,
title = {Problematic gaming behavior among adolescents and young adults: Relationship between gaming behavior and health},
author = {Niko Männikkö},
url = {http://urn.fi/urn:isbn:9789526216584},
isbn = {978-952-62-1658-4},
year = {2017},
date = {2017-01-01},
school = {Hoitotiede, Oulun yliopisto},
abstract = {The aim of the study was to describe and explain the problematic gaming behavior and the relationship between the digital gaming behavior (gaming time, medium, genres and motives), health (psychological, social and physical) and problematic gaming behavior among young people aged from 13 to 24 years. Information received can be used for developing practices to identify individuals with problematic gaming behavior, promote their lifestyle change and subsequently to increase knowledge of the nature of the condition within healthcare education. In this study, digital games means electronic games that can be played through console, computer, network and mobile devices.
In the first sub-study, a systematic literature review with synthesis from previous empirical studies (n = 50) about the health outcomes related to problematic gaming behavior was conducted. In the second sub-study, cross-sectional and national survey design with a randomly selected sample (N = 3 000) was used to identify problematic gaming behavior and to examine its associations with the digital gaming behavior (gaming time, genres and motives) and health (psychological, social and physical) among Finnish adolescents and young adults (n = 293). In the third sub-study, a descriptive, regional cross-sectional study was conducted to examine adolescents’ (n = 560) digital gaming behavior and its relationship to problematic gaming behavior symptoms. The data from empirical studies two and three were collected by using an internet-based survey. Statistical methods were used to analyse the data.
The findings of the systematic review and empirical study showed that problematic gaming behavior was especially related to adverse psychosocial health outcomes, namely, anxiety, depression and a preference for online social interaction. Problematic gaming behavior was also linked to the use of a cluster of games-characterized features of role playing, action, progression and strategy. Moreover, the gaming motives, such as entertainment achievement, social and escapism, correlated significantly to problematic gaming behavior. Among the sample of adolescents, the blended family structure might predict problematic gaming behavior symptoms. The study significantly added understanding of gaming and health characteristics in the role of problematic gaming behavior among young people. The findings may help to advance in the areas of screening and counselling for PGB.},
keywords = {addictive behavior, adolescents, digital games, englanninkieliset väitöskirjat, health, internet gaming disorder, prevalence, young adults},
pubstate = {published},
tppubtype = {phdthesis}
}
In the first sub-study, a systematic literature review with synthesis from previous empirical studies (n = 50) about the health outcomes related to problematic gaming behavior was conducted. In the second sub-study, cross-sectional and national survey design with a randomly selected sample (N = 3 000) was used to identify problematic gaming behavior and to examine its associations with the digital gaming behavior (gaming time, genres and motives) and health (psychological, social and physical) among Finnish adolescents and young adults (n = 293). In the third sub-study, a descriptive, regional cross-sectional study was conducted to examine adolescents’ (n = 560) digital gaming behavior and its relationship to problematic gaming behavior symptoms. The data from empirical studies two and three were collected by using an internet-based survey. Statistical methods were used to analyse the data.
The findings of the systematic review and empirical study showed that problematic gaming behavior was especially related to adverse psychosocial health outcomes, namely, anxiety, depression and a preference for online social interaction. Problematic gaming behavior was also linked to the use of a cluster of games-characterized features of role playing, action, progression and strategy. Moreover, the gaming motives, such as entertainment achievement, social and escapism, correlated significantly to problematic gaming behavior. Among the sample of adolescents, the blended family structure might predict problematic gaming behavior symptoms. The study significantly added understanding of gaming and health characteristics in the role of problematic gaming behavior among young people. The findings may help to advance in the areas of screening and counselling for PGB.