From “So Cool” to “I’m Bored”

To integrate gaming and physical activity among youth (ages 13 and 14), activity monitors were used to track 42 participants’ physical activity throughout the day and in-turn integrate activity information into a virtual game world. In this analysis of Fitbit data logs, random-effects growth curve analyses were used to model the general activity trend. A two-phase model is introduced that explores how activity changes before versus after the game. This quantitative analysis of activity trends is interpreted using participant interviews. The paper concludes by making the case that game and physical data analytics necessitate complementary qualitative analyses.
 

Longitudinal Trends in Activity Monitors and Gaming
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https://doi.org/10.1184/R1/6686780.v1