A field study: Evaluating gamification approaches for promoting physical activity with motivational models of behavior changes

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Abstract

Wearable trackers and mobile applications can facilitate selfreflection of doing physical activity. The gamification process incorporates game design elements with persuasive systems in order to encourage more physical activity. However, few gamification strategies have been rigorously evaluated; these investigations showed that using the same gamification mechanism to promote physical activity could have contradictory effects. Therefore, I developed FitPet, a virtual pet-keeping mobile game for encouraging activity. I evaluated its effectiveness, and compared it with the goalsetting and social community strategies in a six-week field study. The findings revealed social interaction were the most effective intervention. Contrary to prior research, goal-setting was not perceived as an effective way to provide motivation compared to social interaction overall. Although FitPet was not able to promote significantly higher activity, participants showed great interests in this approach and provided design insights for future research: implementing social components and more challenging gameplay.

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Tong, X., Gromala, D., Shaw, C. D., & Choo, A. (2016). A field study: Evaluating gamification approaches for promoting physical activity with motivational models of behavior changes. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 9733, pp. 417–424). Springer Verlag. https://doi.org/10.1007/978-3-319-39513-5_39

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