Understanding the design of exertion games to address Australia's obesity issue. In the face of an obesity epidemic, Australians have turned to physical computer games to address their weight issues. This research provides the first understanding of the role of the design of these games in motivating players to play harder, longer and more often, resulting in recommendations how to use and design games for health.
Enhancing the Australian theme park experience by harnessing virtual-physical play. This project will deliver methodologies for designing games enriched by virtual-physical play. The project will contribute to furthering Australia's lead in the production of compelling theme park experiences, computer games and interactive training systems. The entertainment, digital media and information and communications technology industries will all benefit as a result.
Discovery Early Career Researcher Award - Grant ID: DE210101107
Funder
Australian Research Council
Funding Amount
$412,744.00
Summary
Ahead of the Game: Balancing the Gaming Industry and Public Interest. This project battles the risks and embraces the benefits of digital gaming. There is a risk that one loses control of their gaming and prioritises it over other duties. This is offset by the benefits of using digital games for health. It is the first to decode and use the health data embedded in the connection between the gamer and their game persona (avatar). It does this by concurrently assessing important gamer, family, cul ....Ahead of the Game: Balancing the Gaming Industry and Public Interest. This project battles the risks and embraces the benefits of digital gaming. There is a risk that one loses control of their gaming and prioritises it over other duties. This is offset by the benefits of using digital games for health. It is the first to decode and use the health data embedded in the connection between the gamer and their game persona (avatar). It does this by concurrently assessing important gamer, family, cultural and game structure features. Findings will prompt the ethical growth of the Australian Health games industry and inform strategies to combat gaming disorder by tailoring games to users' needs. This will uniquely benefit Australians by re-directing this growing industry to better serve the public interest.Read moreRead less
Industrial Transformation Research Hubs - Grant ID: IH170100013
Funder
Australian Research Council
Funding Amount
$2,962,655.00
Summary
ARC Research Hub for Digital Enhanced Living. The ARC Research Hub for Digital Enhanced Living aims to address the growing challenges of aging people living in their own home or residential care. This will be through inventing new personalised medical technologies through an innovative approach, with a multi-disciplinary team leveraging diverse expertise. An enhanced capacity to create and deploy fit-for-purpose personalised health solutions will result in revenues from new and repurposed device ....ARC Research Hub for Digital Enhanced Living. The ARC Research Hub for Digital Enhanced Living aims to address the growing challenges of aging people living in their own home or residential care. This will be through inventing new personalised medical technologies through an innovative approach, with a multi-disciplinary team leveraging diverse expertise. An enhanced capacity to create and deploy fit-for-purpose personalised health solutions will result in revenues from new and repurposed devices, analytics and integration platforms. New jobs and improved care will see cost reductions, better use of resources and enhanced mental, physical and social well-being.Read moreRead less
Understanding influences on physical activity and sedentary behaviour from preschool to preadolescence. While promotion of optimal levels of physical activity and sedentary behaviours during childhood is important for health, much remains unknown in this field. This study will extend an existing cohort of children, recruited at ages three to five years and followed up at six to eight years by reassessing these children at nine to eleven years. Novel additions to the cohort include long term foll ....Understanding influences on physical activity and sedentary behaviour from preschool to preadolescence. While promotion of optimal levels of physical activity and sedentary behaviours during childhood is important for health, much remains unknown in this field. This study will extend an existing cohort of children, recruited at ages three to five years and followed up at six to eight years by reassessing these children at nine to eleven years. Novel additions to the cohort include long term follow-up spanning preschool to preadolescence, application of an ecological framework, and collection of objective neighbourhood data using a Geographical Information System. Findings will provide important information for policy and interventions focused at the individual, family and neighbourhood level, to improve physical activity and sedentary behaviour levels across childhood.Read moreRead less
Providing children with a healthy start to life: promoting physical activity and reducing sedentary behaviours during early childhood. Early childhood (0-5 yrs), when health behaviours develop and may track into later life, represents promise as a time to positively impact physical activity and sedentary behaviour. Yet study of these behaviours in 3-5 yr olds is only emerging, and is almost non-existent in younger children. This project aims to understand predictors of these behaviours using a s ....Providing children with a healthy start to life: promoting physical activity and reducing sedentary behaviours during early childhood. Early childhood (0-5 yrs), when health behaviours develop and may track into later life, represents promise as a time to positively impact physical activity and sedentary behaviour. Yet study of these behaviours in 3-5 yr olds is only emerging, and is almost non-existent in younger children. This project aims to understand predictors of these behaviours using a suite of longitudinal studies, including objective measures, and will commence as early as 3-mths of age. It will study strategies for promoting physical activity and reducing sedentary behaviours during early childhood, by investigating mechanisms of behaviour change in existing interventions to inform new strategies with potential to provide children with a healthy start to life.Read moreRead less
Discovery Early Career Researcher Award - Grant ID: DE180100803
Funder
Australian Research Council
Funding Amount
$365,094.00
Summary
Impact of screen time on preschoolers’ social skills and cognitive function. This project aims to determine how the quantity and nature of screen time interacts with parental co-participation to affect pre-schoolers’ social skills and cognitive functioning. Seventy per cent of pre-schoolers exceed current screen time guidelines and this causes considerable concern among Australian parents. This project will assist in evaluating how much, and which types, of screen time have benefits for social ....Impact of screen time on preschoolers’ social skills and cognitive function. This project aims to determine how the quantity and nature of screen time interacts with parental co-participation to affect pre-schoolers’ social skills and cognitive functioning. Seventy per cent of pre-schoolers exceed current screen time guidelines and this causes considerable concern among Australian parents. This project will assist in evaluating how much, and which types, of screen time have benefits for social skills and cognitive functioning. It will also provide insights into the ways parents may best support these outcomes. Findings are expected to provide evidence for policy development and inform programs to support healthy behaviours to give young children the best start in life.Read moreRead less
In it to win it: an interdisciplinary investigation of sports betting. This project aims to better understand how young adults use, communicate about and experience mobile phone sports betting applications. Gambling generates significant health and social harms in Australia. Yet there is little research on the use of betting apps, even though sports betting is the fastest growing segment of the gambling market. This project intends to examine how use of sports betting apps is becoming establishe ....In it to win it: an interdisciplinary investigation of sports betting. This project aims to better understand how young adults use, communicate about and experience mobile phone sports betting applications. Gambling generates significant health and social harms in Australia. Yet there is little research on the use of betting apps, even though sports betting is the fastest growing segment of the gambling market. This project intends to examine how use of sports betting apps is becoming established as everyday social practice normalising problem gambling. The findings will enhance understanding of the social contexts of sports betting, and inform gambling policy and programs leading to better health and social outcomes.Read moreRead less
Discovery Early Career Researcher Award - Grant ID: DE180100438
Funder
Australian Research Council
Funding Amount
$402,996.00
Summary
Children's time investments, cognitive development and health. This project aims to understand time investment decisions of children and adolescents. There is a need for more robust evidence on the combination of time investments that improve early cognitive skills and well being. Using advanced econometric techniques and longitudinal data, this project expects to generate new knowledge on how children and adolescents spend their time, and how such time investments affect their health and cognit ....Children's time investments, cognitive development and health. This project aims to understand time investment decisions of children and adolescents. There is a need for more robust evidence on the combination of time investments that improve early cognitive skills and well being. Using advanced econometric techniques and longitudinal data, this project expects to generate new knowledge on how children and adolescents spend their time, and how such time investments affect their health and cognitive development. Expected outcomes of this project include a greater understanding of the early determinants of health and economic inequalities. This will contribute to the development of effective policies for improving educational outcomes, preventing harmful behaviours and promoting health and well being.Read moreRead less
Mapping cognitive impulsivity through online testing. The project aims to develop a new model of cognitive impulsivity and produce an online tool to measure it. Impulsivity is defined as the skill/s that exert control over impulsive behaviours. It is a trait of human cognition that affects health and productivity and that varies normatively across the healthy population. However, coherent models of cognitive impulsivity and comprehensive measures of the construct are lacking. The project aims to ....Mapping cognitive impulsivity through online testing. The project aims to develop a new model of cognitive impulsivity and produce an online tool to measure it. Impulsivity is defined as the skill/s that exert control over impulsive behaviours. It is a trait of human cognition that affects health and productivity and that varies normatively across the healthy population. However, coherent models of cognitive impulsivity and comprehensive measures of the construct are lacking. The project aims to unravel and measure the cognitive skills that can produce (or avoid) impulsive behaviour.Read moreRead less