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 language | English |
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| Title of host publication | 2017 IEEE Great Lakes Biomedical Conference, GLBC 2017 - Proceedings |
| Publisher | Institute of Electrical and Electronics Engineers Inc. |
| ISBN (Electronic) | 9781509063581 |
| DOIs | |
| State | Published - 15 05 2017 |
| Event | 37th IEEE Great Lakes Biomedical Conference, GLBC 2017 - Milwaukee, United States Duration: 06 04 2017 → 07 04 2017 |
Publication series
| Name | 2017 IEEE Great Lakes Biomedical Conference, GLBC 2017 - Proceedings |
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Conference
| Conference | 37th IEEE Great Lakes Biomedical Conference, GLBC 2017 |
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| Country/Territory | United States |
| City | Milwaukee |
| Period | 06/04/17 → 07/04/17 |
Bibliographical note
Publisher Copyright:© 2017 IEEE.
Keywords
- Digital health
- Exergame
- Experiment
- Positive mood