Abstract

ObjectivesActive fantasy sports is a type of active video game (AVG) developed using principles from self-determination theory and the trans-contextual motivation model. The game leverages elements of a popular, previously sedentary game -- traditional fantasy sports -- but incorporates and encourages physical activity (PA) of participants ("fantasy team owners"). Early proof-of-concept stage research demonstrated potential for active fantasy sports to increase PA in adults (Moller et al., 2014). However, more formative research identifying factors that influence enjoyment of active fantasy sports and PA goal achievement could improve efficacy and inform the development of alternative AVGs. DesignThree active fantasy sports leagues were organized and data from the three leagues were combined to examine intervention and social factors that predicted enjoyment and PA goal achievement. MethodParticipants (N = 33, 15.2% female, M-Age = 34.0 years) wore an accelerometer to track PA and completed self-report measures about their experience upon league conclusion (league duration ranged from 16 to 17 weeks). ResultsFindings revealed that average steps significantly increased during the first six weeks of the intervention and then significantly decreased during subsequent weeks. Frequency of checking the league website was associated with greater PA goal achievement. Greater frequency of checking the accelerometer website and the league website were also associated with greater league enjoyment. ConclusionsPromoting greater frequency of using the league and accelerometer websites is important to achieving greater impact on PA and league enjoyment through active fantasy sports. Future studies of active fantasy sports leagues could use randomized controlled trial and multiphase optimization strategy designs to vary game components in order to test which components sustain intrinsic motivation and increase PA. Lessons may be further applied to the development of other AVGs, especially those that build on established and popular sedentary video games.

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