Gamified Challenges in Online Weight-Loss Communities

Behnaz Bojd, Xiaolong Song, Yong Tan, Xiangbin Yan
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引用次数: 8

Abstract

Gamified challenges, one of the most popular features of online weight-loss communities, enable users to set weight-loss goals and compete with other challenge participants via leaderboards. Using the data from a leading online weight-loss community, we study the effect of gamified challenges on the weight-loss outcome. Our findings indicate that participation in gamified challenges has a positive and significant effect on weight loss. We found that, on average, the participants achieved a weight loss of 0.742 kg by participating in at least one challenge a month. We found that effective challenges do not include a numeric weight goal (e.g., lose 5 kg), focus on exercise-only behavioral goals, and have a large active group size. Further, the results show that the absence (presence) of a numeric weight goal benefits users in exercise (diet) challenges. Moreover, a small active group size can help (hurt) users in exercise (diet) challenges. Our results suggest that gamification elements that induce competition should be used with caution in goal-setting environments, especially when gamifying dietary goals. Online weight-loss communities can recommend a useful combination of numeric weight goals, behavioral goals, and an optimal number of participants in each challenge to induce an encouraging level of social comparison.
在线减肥社区的游戏化挑战
游戏化挑战是在线减肥社区最受欢迎的功能之一,它允许用户设定减肥目标,并通过排行榜与其他挑战参与者竞争。利用一个领先的在线减肥社区的数据,我们研究了游戏化挑战对减肥结果的影响。我们的研究结果表明,参与游戏化挑战对减肥有积极而显著的影响。我们发现,平均而言,参与者通过每月至少参加一次挑战,体重减轻了0.742公斤。我们发现有效的挑战不包括数字体重目标(例如,减掉5公斤),只关注运动行为目标,并且有一个大的活跃群体。此外,研究结果表明,数字体重目标的缺失(存在)对锻炼(饮食)挑战的用户有益。此外,一个小的活跃小组可以帮助(伤害)用户在锻炼(饮食)的挑战。我们的研究结果表明,诱导竞争的游戏化元素在目标设定环境中应该谨慎使用,特别是当游戏化饮食目标时。在线减肥社区可以推荐数字体重目标、行为目标和每个挑战的最佳参与者人数的有用组合,以诱导令人鼓舞的社会比较水平。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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