To Gamify or Not to Gamify? Gamification in Exercise Applications and Its Role in Impacting Exercise Motivation
نویسندگان
چکیده
Gamification and different exercise applications have become increasingly popular in recent years. The common purpose of gamification is to enhance one’s motivation and engagement to certain activities. Gamification has been commonly understood as the use of game elements in non-game context. In this paper, we propose a divide between the process and the experience of gamification. This paper is the first to propose such division and the results demonstrate its necessity. Gamification exists also in many exercise applications. The purpose of this study is to explore how the use of an exercise application affects users’ exercise motivation and behaviour by concentrating especially on the role of gamification in terms of these effects. Empirically, the study is based on 11 qualitative interviews. The results show that the use of an exercise application can enhance the awareness of one’s physical activity and progress, and in many cases it can also increase one’s motivation to be physically active. Gamification is found to have potential impact on exercise motivation, although individual differences occur.
منابع مشابه
The gamification of medical education: a broader perspective
W e take great interest in the letter published by Ahmed et al. (1) who discussed the impressive success of gamification, the use of game design elements in non-game context (2), advocating its use in medical education. Despite the hype surrounding gamification (3), this letter provides a broader perspective on the limitations of gamification highlighting common pitfalls to avoid when attemptin...
متن کاملValue-Based Design for Gamifying Daily Activities
Computing technologies allow us to gamify our daily activities by embedding computers in our environments. In this paper, we propose a value-based gamification framework for increasing intrinsic motivation in our daily life. We introduce five values and a conceptual framework based on these values. Then, as an example we show how the values are used in Augmented Trading Card Game during its des...
متن کاملCypress: A Cyber-Physical Recommender System to Discover SmartPhone Exergame Enjoyment
Many young adults do not exercise enough, choosing instead to spend time on electronic media (smartphone, Internet). Exergames, which gamify physical activity, can be effective at increasing physical activity in an enjoyable way. However, exergame discovery is still manual, ad hoc and challenging. Our objective is to research and develop Cypress, a cyber-physical recommender system that 1) uses...
متن کاملAn Ontology Engineering Approach to Gamify Collaborative Learning Scenarios
The design of collaborative learning (CL) scenarios that increase both students’ learning and motivation is a challenge that the CSCL community has been addressing in the past few years. On one hand, CSCL design (i.e. scripts) has been shown to be effective to support meaningful interactions and better learning. On the other hand, scripted collaboration often does not motivate students to parti...
متن کاملHow to Gamify Information Systems - Adapting Gamification to Individual Preferences
Gamification refers to the use of game elements in a non-entertainment-based context, and is a wellknown approach to motivate users of information systems. Despite the positive effects of games in daily life, more gamification projects fail. A possible explanation for this observation is that game elements are often designed without considering the needs of different groups of users. Consequent...
متن کامل