Elaine Marie Grech , Marie Briguglio , Emanuel Said
{"title":"体育活动游戏化实地实验--对动力和步数的影响","authors":"Elaine Marie Grech , Marie Briguglio , Emanuel Said","doi":"10.1016/j.ijhcs.2023.103205","DOIUrl":null,"url":null,"abstract":"<div><p>Gamification is finding growing application in the field of physical activity, promising engaging and motivating experiences that foster behavioural change. Yet, rigorous empirical work substantiating favourable claims is limited. Our study sought to find evidence for the effects resulting from gamification of physical activity on the users’ motivation, perceived usefulness, and the behavioural change in terms of step counts. We employed a four-week randomised controlled field experiment to investigate how the choice of different gamification designs affects outcomes. Participants were provided with a wearable physical activity tracker and randomly assigned to either a: 1) competitive gamified group; 2) cooperative gamified group; 3) hybrid gamified group; or 4) control group. Data gathered includes a panel dataset of step counts and self-reported data on the users’ intrinsic motivation and perceived usefulness. We found that at the end of the intervention, gamification made no difference to self-assessed intrinsic motivation or perceived usefulness compared to a non-gamified self-tracking experience. Yet, despite the lack of psychological effects, the use of gamification did result in stronger behavioural outcomes relative to the control group - in the form of increased step counts. Indeed, all groups treated with gamification recorded an increase in step counts during the intervention period. Furthermore, amongst the gamified treatments, it was the hybrid design that generated the largest difference in step counts (relative to the control group). The finding that gamification can stimulate a stronger behavioural outcome, but does not evoke a stronger psychological outcome at the end of the intervention merits further investigation as to the mechanisms at play.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.3000,"publicationDate":"2023-12-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581923002148/pdfft?md5=15c484a5b9e980f757b906bc5c0a84b6&pid=1-s2.0-S1071581923002148-main.pdf","citationCount":"0","resultStr":"{\"title\":\"A field experiment on gamification of physical activity – Effects on motivation and steps\",\"authors\":\"Elaine Marie Grech , Marie Briguglio , Emanuel Said\",\"doi\":\"10.1016/j.ijhcs.2023.103205\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>Gamification is finding growing application in the field of physical activity, promising engaging and motivating experiences that foster behavioural change. Yet, rigorous empirical work substantiating favourable claims is limited. Our study sought to find evidence for the effects resulting from gamification of physical activity on the users’ motivation, perceived usefulness, and the behavioural change in terms of step counts. We employed a four-week randomised controlled field experiment to investigate how the choice of different gamification designs affects outcomes. Participants were provided with a wearable physical activity tracker and randomly assigned to either a: 1) competitive gamified group; 2) cooperative gamified group; 3) hybrid gamified group; or 4) control group. Data gathered includes a panel dataset of step counts and self-reported data on the users’ intrinsic motivation and perceived usefulness. We found that at the end of the intervention, gamification made no difference to self-assessed intrinsic motivation or perceived usefulness compared to a non-gamified self-tracking experience. Yet, despite the lack of psychological effects, the use of gamification did result in stronger behavioural outcomes relative to the control group - in the form of increased step counts. Indeed, all groups treated with gamification recorded an increase in step counts during the intervention period. Furthermore, amongst the gamified treatments, it was the hybrid design that generated the largest difference in step counts (relative to the control group). The finding that gamification can stimulate a stronger behavioural outcome, but does not evoke a stronger psychological outcome at the end of the intervention merits further investigation as to the mechanisms at play.</p></div>\",\"PeriodicalId\":54955,\"journal\":{\"name\":\"International Journal of Human-Computer Studies\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":5.3000,\"publicationDate\":\"2023-12-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.sciencedirect.com/science/article/pii/S1071581923002148/pdfft?md5=15c484a5b9e980f757b906bc5c0a84b6&pid=1-s2.0-S1071581923002148-main.pdf\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Journal of Human-Computer Studies\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S1071581923002148\",\"RegionNum\":2,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMPUTER SCIENCE, CYBERNETICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Human-Computer Studies","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1071581923002148","RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
A field experiment on gamification of physical activity – Effects on motivation and steps
Gamification is finding growing application in the field of physical activity, promising engaging and motivating experiences that foster behavioural change. Yet, rigorous empirical work substantiating favourable claims is limited. Our study sought to find evidence for the effects resulting from gamification of physical activity on the users’ motivation, perceived usefulness, and the behavioural change in terms of step counts. We employed a four-week randomised controlled field experiment to investigate how the choice of different gamification designs affects outcomes. Participants were provided with a wearable physical activity tracker and randomly assigned to either a: 1) competitive gamified group; 2) cooperative gamified group; 3) hybrid gamified group; or 4) control group. Data gathered includes a panel dataset of step counts and self-reported data on the users’ intrinsic motivation and perceived usefulness. We found that at the end of the intervention, gamification made no difference to self-assessed intrinsic motivation or perceived usefulness compared to a non-gamified self-tracking experience. Yet, despite the lack of psychological effects, the use of gamification did result in stronger behavioural outcomes relative to the control group - in the form of increased step counts. Indeed, all groups treated with gamification recorded an increase in step counts during the intervention period. Furthermore, amongst the gamified treatments, it was the hybrid design that generated the largest difference in step counts (relative to the control group). The finding that gamification can stimulate a stronger behavioural outcome, but does not evoke a stronger psychological outcome at the end of the intervention merits further investigation as to the mechanisms at play.
期刊介绍:
The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities.
Research areas relevant to the journal include, but are not limited to:
• Innovative interaction techniques
• Multimodal interaction
• Speech interaction
• Graphic interaction
• Natural language interaction
• Interaction in mobile and embedded systems
• Interface design and evaluation methodologies
• Design and evaluation of innovative interactive systems
• User interface prototyping and management systems
• Ubiquitous computing
• Wearable computers
• Pervasive computing
• Affective computing
• Empirical studies of user behaviour
• Empirical studies of programming and software engineering
• Computer supported cooperative work
• Computer mediated communication
• Virtual reality
• Mixed and augmented Reality
• Intelligent user interfaces
• Presence
...