Utilizing Gamification Approaches in Pervasive Health: How Can We Motivate Physical Activity Effectively?

Authors

DOI:

https://doi.org/10.4108/eai.18-7-2017.152897

Keywords:

gamification, motivation, self-reflection, physical activity, goal setting, pervasive technology

Abstract

Persuasive health systems such as wearable trackers and mobile applications can facilitate self-reflection on one’s physical activity. The gamification approach incorporates game design elements with persuasive systems to encourage more physical activity. However, some investigations have shown that using gamification to promote physical activity could have contradictory effects. To explore the conflicted findings in more detail, we designed and studied FitPet – an interactive virtual pet-keeping mobile game focused on encouraging physical activity. In a six-week field study, its effectiveness was evaluated and compared with two other gamification strategies, the goal-setting strategy and the use of social communities. Findings are that the social interaction strategy was the most effective intervention among these three. Contrary to prior research, goal-setting was not found to be as effective at providing motivation compared to social interaction. Although FitPet failed to promote significantly higher levels of physical activity, participants enjoyed this approach and provided design insights for future research: implementing social components and more challenging gameplay.

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Published

18-07-2017

How to Cite

1.
Tong X, Gupta A, Gromala D, Shaw C, Neustaedter C, Choo A. Utilizing Gamification Approaches in Pervasive Health: How Can We Motivate Physical Activity Effectively?. EAI Endorsed Trans Perv Health Tech [Internet]. 2017 Jul. 18 [cited 2024 Nov. 22];3(11):e3. Available from: https://publications.eai.eu/index.php/phat/article/view/1308