Study on predicting sensory and control effects of console video games in young adults

This project investigated the motivation of young adults to expend energy while playing video games. The researchers compared traditional video games played on home consoles, which use a hand-held or motion-sensing controller, with more active games that require physical movement using a controller such as a dance pad, balance board, or guitar. The study focused on the players' presence (their perception of being in the game environment), as well as their motivation (their desire to do something for its own sake and not for an external reward). Presence and motivation are two factors that are known to increase the amount of time people spend playing a game.

This project was funded as part of Health Games Research, a national program of the Pioneer Portfolio dedicated to funding and supporting research to advance the effectiveness of interactive games for health.

Grant Details

Amount Awarded $99,924.00

Awarded on: 5/1/2008

Time frame: 5/1/2008 - 12/31/2009

Grant Number: 64438


University of North Carolina at Chapel Hill Gillings School of Global Public Health

400 Market Street, Suite 205
Chapel Hill, 27516-4028


Deborah F. Tate
Project Director