D. Neil, Samuel Perreault, N. Lapierre, Derek F. Reilly, David Parker, H. Bal
{"title":"Limber: exploring motivation in a workplace exergame","authors":"D. Neil, Samuel Perreault, N. Lapierre, Derek F. Reilly, David Parker, H. Bal","doi":"10.1145/2441955.2442013","DOIUrl":null,"url":null,"abstract":"Limber, in its current iteration, is a vision-based application that introduces gamification into the workplace. This ongoing effort to incentivize good posture, and regular body movements implements several changes to include; full body stretches (figure 2), team gaming elements, and an ambient display (figure 1). With increased intra and inter team competition our field study of twelve players in a work place aims to better understand the most popular motivators, and answer the question, can gamification promote more healthy behaviour among office workers? What forms of motivation are most effective: personal, intra or inter-group?","PeriodicalId":90149,"journal":{"name":"CSCW : proceedings of the Conference on Computer-Supported Cooperative Work. Conference on Computer-Supported Cooperative Work","volume":"14 1","pages":"239-242"},"PeriodicalIF":0.0000,"publicationDate":"2013-02-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"8","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"CSCW : proceedings of the Conference on Computer-Supported Cooperative Work. Conference on Computer-Supported Cooperative Work","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2441955.2442013","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 8
Abstract
Limber, in its current iteration, is a vision-based application that introduces gamification into the workplace. This ongoing effort to incentivize good posture, and regular body movements implements several changes to include; full body stretches (figure 2), team gaming elements, and an ambient display (figure 1). With increased intra and inter team competition our field study of twelve players in a work place aims to better understand the most popular motivators, and answer the question, can gamification promote more healthy behaviour among office workers? What forms of motivation are most effective: personal, intra or inter-group?