游戏化健身追踪器应用回顾及未来发展方向

Aatish Neupane, Derek L. Hansen, Anud Sharma, J. A. Fails, Bikalpa Neupane, Jeremy Beutler
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引用次数: 5

摘要

本文调查了苹果应用商店和谷歌游戏商店中103款游戏化的健身追踪应用,这些应用可以激励用户多走路。我们在这些手机应用游戏中考虑了不同类型的游戏元素,并展示了它们是如何聚集到不同的游戏类型中。我们发现了包括竞争、挑战和社会影响在内的各种游戏元素的共同出现。社交功能在几乎所有类型的游戏化健身追踪应用中都发挥了核心作用,其中出现了具有现实激励的游戏子类别。内容和网络分析用于建议设计空间中尚未探索但可能富有成果的新领域,如基于情节的协作游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
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