A Gamified System for Influencing Healthy E-commerce Shopping Habits

I. Adaji, Julita Vassileva
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引用次数: 12

Abstract

Obesity is a serious health problem that has been linked to the major cause of death worldwide, ischemic heart disease. There is a lot of research on influencing people to live healthier lives by being active and eating healthy foods. However, there is little research on influencing people to buy healthier foods at the point of sale especially online. Because people tend to cook and eat what they buy, making healthier choices when grocery shopping online could lead to healthier eating habits for consumers. To advance research in this area, we propose a framework that uses gamification elements to influence consumers to purchase healthier foods in e-commerce. In this position paper, we present our proposed framework and describe the implementation of some of the influence strategies and game design elements such as rewards, personalization, suggestion, self-monitoring and feedback. This paper contributes to the area of game design by describing possible guidelines that could lead to healthier food shopping habits for e-commerce consumers.
影响健康电子商务购物习惯的游戏化系统
肥胖是一个严重的健康问题,它与全球范围内导致死亡的主要原因缺血性心脏病有关。有很多关于通过积极运动和健康饮食来影响人们过上更健康生活的研究。然而,很少有研究影响人们在销售点购买更健康的食品,尤其是在网上。因为人们倾向于烹饪和食用他们买到的东西,所以在网上购物时做出更健康的选择可以为消费者带来更健康的饮食习惯。为了推进这一领域的研究,我们提出了一个使用游戏化元素影响消费者在电子商务中购买健康食品的框架。在本文中,我们将呈现我们所建议的框架,并描述一些影响策略和游戏设计元素的执行,如奖励、个性化、建议、自我监控和反馈。这篇论文对游戏设计领域做出了贡献,它描述了可能引导电子商务消费者养成更健康的食品购物习惯的指导方针。
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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