Gamification of older adults’ physical activity: An eight-week study

24Citations
Citations of this article
96Readers
Mendeley users who have this article in their library.

Abstract

Designing fitness programs to combat a sedentary lifestyle and foster older adults’ motivation and goal-setting is not yet well-understood beyond point-based systems. To improve older adults’ (over 50 years) health and wellness, we studied a gamified physical activity intervention over eight weeks in an experiment (N=30) with three conditions (gamified, non-gamified, control). Our qualitative analysis showed the gamified group exhibited more engagement and interest in performing physical activity facilitated by technology. Results from our quantitative analysis indicated significance in the perceived competence dimension compared to the non-gamified and the control group. Perceived autonomy was significant for the non-gamified group against the control group. The findings from qualitative and quantitative analysis show motivation, enjoyment, and engagement were higher in the gamified group. This provides support for successfully facilitating older adults’ physical activity through gamified technology, which helped us create guidelines for older adults’ adaptive engagement.

Cite

CITATION STYLE

APA

Kappen, D. L., Mirza-Babaei, P., & Nacke, L. E. (2018). Gamification of older adults’ physical activity: An eight-week study. In Proceedings of the Annual Hawaii International Conference on System Sciences (Vol. 2018-January, pp. 1207–1216). IEEE Computer Society. https://doi.org/10.24251/hicss.2018.149

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free