Playing exergames and positive moods

Huynh Van Nguyen, Ching I. Teng

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

Digital healthcare can be provided in various means. One potential means is playing exergames that combine exercise into computer gaming applications. We investigated whether playing exergames induces positive moods that are known positive to health. We consulted the methodological literature to design a rigorous experiment, including blinding to nearly all research assistants. We assigned the subjects into intervention and contrast groups. We found more favorable changes in positive moods among the subjects in the intervention group, when compared with their counterparts in the contrast group. Furthermore, we found the effects of playing exergames may be strengthened by specific subject characteristics. Such interesting findings should provide insights for managers going to design digital applications for improving population health.

Original languageEnglish
Title of host publication2017 IEEE Great Lakes Biomedical Conference, GLBC 2017 - Proceedings
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9781509063581
DOIs
StatePublished - 15 05 2017
Event37th IEEE Great Lakes Biomedical Conference, GLBC 2017 - Milwaukee, United States
Duration: 06 04 201707 04 2017

Publication series

Name2017 IEEE Great Lakes Biomedical Conference, GLBC 2017 - Proceedings

Conference

Conference37th IEEE Great Lakes Biomedical Conference, GLBC 2017
Country/TerritoryUnited States
CityMilwaukee
Period06/04/1707/04/17

Bibliographical note

Publisher Copyright:
© 2017 IEEE.

Keywords

  • Digital health
  • Exergame
  • Experiment
  • Positive mood

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