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Influencing Physical Activity and Healthy Behaviors in College Students: Lessons from an Alternate Reality Game
Abstract
Physical inactivity is largely preventable through education, individual, and/or community-based interventions. Yet, in the college-age population, traditional interventions (e.g., lecture-based academic courses) may not fully meet their social and learning needs. Here, the authors report on a study regarding the effectiveness of an Alternate Reality Game (ARG) – called The Skeleton Chase – in influencing physical activity and wellness of college-age students. A growing game genre, an ARG is an interactive narrative that uses the real world as a platform and involves multiple media (e.g., game-related web sites, game-related blogs, public web sites, search engines, text/voice messages, video, etc.) to reveal a story. The authors’ initial results are extremely promising relative to the impact on physical activity, as well as tangential learning such as teamwork and problem-solving. They also report students’ reactions to the game itself, highlighting game design strengths and weaknesses that may inform game designers.
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