Aatish Neupane, Derek L. Hansen, Anud Sharma, J. A. Fails, Bikalpa Neupane, Jeremy Beutler
{"title":"游戏化健身追踪器应用回顾及未来发展方向","authors":"Aatish Neupane, Derek L. Hansen, Anud Sharma, J. A. Fails, Bikalpa Neupane, Jeremy Beutler","doi":"10.1145/3410404.3414258","DOIUrl":null,"url":null,"abstract":"This review examines 103 existing gamified fitness tracker apps in the Apple App Store and Google Play Store that motivate users to walk more. We consider different types of game elements in these mobile app games and show how they cluster into different game genres. We found co-occurrences of various game elements including Competition, Challenges, and Social Influence. Social features played a central role in nearly every type of gamified fitness tracker app, where a sub-category of games with real-world incentives emerged. Content and network analysis are used to suggest new areas of the design space that are unexplored, but potentially fruitful, such as plot-based collaborative games.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"116 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"A Review of Gamified Fitness Tracker Apps and Future Directions\",\"authors\":\"Aatish Neupane, Derek L. Hansen, Anud Sharma, J. A. Fails, Bikalpa Neupane, Jeremy Beutler\",\"doi\":\"10.1145/3410404.3414258\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This review examines 103 existing gamified fitness tracker apps in the Apple App Store and Google Play Store that motivate users to walk more. We consider different types of game elements in these mobile app games and show how they cluster into different game genres. We found co-occurrences of various game elements including Competition, Challenges, and Social Influence. Social features played a central role in nearly every type of gamified fitness tracker app, where a sub-category of games with real-world incentives emerged. Content and network analysis are used to suggest new areas of the design space that are unexplored, but potentially fruitful, such as plot-based collaborative games.\",\"PeriodicalId\":92838,\"journal\":{\"name\":\"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play\",\"volume\":\"116 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-11-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3410404.3414258\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3410404.3414258","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A Review of Gamified Fitness Tracker Apps and Future Directions
This review examines 103 existing gamified fitness tracker apps in the Apple App Store and Google Play Store that motivate users to walk more. We consider different types of game elements in these mobile app games and show how they cluster into different game genres. We found co-occurrences of various game elements including Competition, Challenges, and Social Influence. Social features played a central role in nearly every type of gamified fitness tracker app, where a sub-category of games with real-world incentives emerged. Content and network analysis are used to suggest new areas of the design space that are unexplored, but potentially fruitful, such as plot-based collaborative games.