Smartwatch-Based Tailored Gamification and User Modeling for Motivating Physical Exercise: A MaxDiff Segmentation Approach.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-03-10 DOI:10.2196/66793
Jie Yao, Di Song, Tao Xiao, Jiali Zhao
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引用次数: 0

Abstract

Background: Smartwatch-based gamification holds great promise for empowering fitness applications and promoting physical exercise, yet existing empirical evidence on its effectiveness remains inconclusive, partly due to "one-size-fits-all" design approaches neglecting individual differences. While the emerging research area of tailored gamification calls for more accurate user modeling and better customization of game elements, existing studies relied primarily on rating-scale-based measures and correlational analyses with methodological limitations.

Objective: This study aimed to improve smartwatch-based gamification with an innovative approach of user modeling, in order to better motivate physical exercise among different user groups with tailored solutions. It incorporated both individual preferences and needs for game elements into the user segmentation process, and employed the Maximum Difference Scaling (MaxDiff) technique that can alleviate the limitations of traditional methods.

Methods: With data collected from two MaxDiff experiments on 378 smartwatch users and Latent Class statistical models, the relative power of each of the 16 popular game elements was examined in terms of what users liked and what motivated them to exercise, based on which distinct user segments were discovered. Prediction models were also proposed for quickly classifying future users into the right segments, in order to provide them with tailored gamification solutions on smartwatch fitness applications.

Results: We discovered three segments of smartwatch users based on their preferences for gamification, and more important, four segments motivated by goals, immersive experiences, rewards or social comparison respectively. Such user heterogeneity confirmed the susceptibility of the effects of gamification, and indicated the necessity of accurately matching gamified solutions with user characteristics to better change health behaviors through different mechanisms for different targets. Important differences were also observed between the two sets of user segments (i.e., whether based on preferences for or motivational effects of game elements), indicating the gap between what people enjoy using on smartwatches and what can motivate them for physical exercise engagement.

Conclusions: As far as we know, this study was the first investigation of MaxDiff-based user segmentation for tailored gamification on smartwatches promoting physical exercise, and contributed to a detailed understanding about preferences for and effectiveness of different game elements among different groups of smartwatch users. As existing tailored gamification studies were still exploring ways of user modeling with mostly surveys and questionnaires, this study also supported the adoption of MaxDiff experiments as an alternative method, to better capture user heterogeneity in the health domain and inform the design of tailored solutions for more application types beyond smartphones.

Clinicaltrial:

基于智能手表的定制游戏化和用户建模激励体育锻炼:MaxDiff分割方法。
背景:基于智能手表的游戏化在增强健身应用和促进体育锻炼方面前景光明,但现有的经验证据仍不确定其有效性,部分原因是“一刀切”的设计方法忽视了个体差异。虽然定制游戏化的新兴研究领域要求更精确的用户建模和更好的游戏元素定制,但现有的研究主要依赖于基于评级量表的测量和具有方法局限性的相关分析。目的:本研究旨在通过创新的用户建模方法来改进基于智能手表的游戏化,从而通过量身定制的解决方案更好地激发不同用户群体的体育锻炼。它将个人偏好和对游戏元素的需求结合到用户细分过程中,并采用了能够缓解传统方法局限性的最大差异缩放(MaxDiff)技术。方法:利用MaxDiff对378名智能手表用户进行的两次实验和Latent Class统计模型收集的数据,根据发现的不同用户群体,研究了16种流行游戏元素的相对力量,即用户喜欢什么以及激励他们运动的因素。他们还提出了预测模型,用于快速将未来用户划分为正确的细分市场,以便为他们提供量身定制的智能手表健身应用游戏化解决方案。结果:我们根据智能手表用户对游戏化的偏好发现了三种类型的智能手表用户,更重要的是,四种类型的智能手表用户分别受到目标、沉浸式体验、奖励或社交比较的驱动。这种用户异质性证实了游戏化效应的易感性,并表明有必要将游戏化解决方案与用户特征精确匹配,以便通过针对不同目标的不同机制更好地改变健康行为。我们还观察到两类用户群之间的重要差异(游戏邦注:即基于游戏元素的偏好或动机效应),这表明人们喜欢在智能手表上使用的内容与能够激励他们进行体育锻炼的内容之间存在差距。结论:据我们所知,这项研究是第一次基于maxff的用户细分调查,旨在针对智能手表上的体育锻炼量身定制游戏化进行调查,并有助于详细了解不同智能手表用户群体对不同游戏元素的偏好和有效性。由于现有的定制化游戏化研究仍在探索以调查和问卷为主的用户建模方法,本研究还支持采用MaxDiff实验作为替代方法,以更好地捕捉健康领域的用户异质性,并为智能手机以外的更多应用类型提供定制解决方案的设计。临床试验:
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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