体重控制应用中的游戏化策略,“减肥就是胜利”

I. Saboia, A. M. Almeida, Cláudia Pernencar, A. Veloso
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引用次数: 5

摘要

世界卫生组织认为,肥胖是一种非常令人担忧的流行病,是由不适当的生活方式和饮食选择造成的。有几个移动应用程序可以计算食物摄入量和卡路里。其他研究表明,这些系统使用游戏化策略来激励人们控制体重。本文分析了三种应用,目的是了解游戏化是被肤浅地偶尔使用,还是作为持续粘性策略的一部分。因此,本文重点讨论了游戏元素和设计技巧。主要发现是应用程序基于一些游戏元素,但它们并没有将这些系统建立在消费者旅程的基础上。对体重控制应用程序进行了分析,从而确定了其主要功能:控制膳食管理,卡路里摄入量计数器,体重减轻或增加的预测和计划。游戏机制也被发现,指向游戏化策略的使用,但就像这项研究所显示的那样,是在一个肤浅的维度上。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification strategies in weight control applications, where “losing (weight) is winning”
The World Health Organisation considers obesity to be a highly worrying epidemic, resulting from inadequate life and dietary choices. There are several mobile applications that calculate food intake and calories. Other research has shown that these systems use gamification strategies to motivate people's weight control. This work presents an analysis of three applications, in order to understand if the gamification is used superficially and sporadically, or if it is part of continuous strategies of engagement. Therefore, the game elements and design techniques are highlighted and discussed. The main findings reflect applications are based on some game elements, but they have not grounded these systems on the consumer journey. An analysis of weight control applications was conducted allowing the identification of its main features: control meal management, calories intake counter, predictions and plan for weight loss or gain. Game mechanics were also found, pointing to the use of gamification strategies, but in a superficial dimension, as this study shows.
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