"The game enjoyment threshold model was used to evaluate player feedback in the
feasibility study of a serious game, Wellness Partners. This game was purposefully developed as
a web-based application that combines digital gaming and social networking to promote physical
activity and a healthy lifestyle. The game design team led by the second author consisted of
current students and alumni at the Interactive Media Division at the School of Cinematic Arts,
University of Southern California. The primary participants were middle-aged university staff
(egos) and they were asked to invite at least one family member or friend to enroll in the game as
their wellness partners (alters). Players can accumulate points by sending status updates about
their physical activities or setbacks. They can redeem their points to collect virtual objects or
play animations of a virtual character related to healthy activities. A tag cloud is generated based
the frequency of physical activities reported by members in a playgroup."