Diese Präsentation wurde erfolgreich gemeldet.
Wir verwenden Ihre LinkedIn Profilangaben und Informationen zu Ihren Aktivitäten, um Anzeigen zu personalisieren und Ihnen relevantere Inhalte anzuzeigen. Sie können Ihre Anzeigeneinstellungen jederzeit ändern.
Gamification through the Application of
Motivational Affordances for Physical
Activity Technology
Dennis L. Kappen, Dr. Pe...
When I feel like exercising, I lie down until the
feeling passes
- Robert M. Hutchins
Image credit – Pete-Nowicki – unspla...
1. Motives for participation in physical
activity (PA)
2. Differentiating gamification elements and
feedback elements
3. A...
4
“Everything for everybody is nothing for nobody”
- Philip Kotler
Motivation for
Research
Image credit - David-Marcu–unsp...
5
Research
Questions
• Are there differences in motivation to
participate in PA between adults from different
age groups?
...
6
Survey study
• N=150
• Four age categories - PEW research on
gaming technology
• 18-29 (G1 - younger adults),
• 30-49 (G...
7
Results
Ill Health Avoidance and Health Pressures
Significant difference between the groups in
these two dimensions
Imag...
8
Results
Types of Feedback
Older adults (50-64), and seniors (65+) preferred step
counts, distance travelled and time tak...
9
PA Motivation
Older adults (50-64), and seniors (65+) were motivated by
the steps completed, distance travelled compared...
10
Continuance of PA
Older adults (50-64) preferred goals and distance travelled,
Seniors (65+) preferred feedback and pro...
11
Facilitating Goals for PA
While all four age-groups wanted specific goals, distance
travelled and challenges were favou...
12
Motivational Elements
Gamified motivational
affordances
(Intrinsic elements)
Goals, Challenges, Progression,
Achievemen...
Age Category Design Guidelines for PA Technology
18-29 Combine goals and progression with a reward system
Facilitate accom...
•Tailoring gamification elements to:
•Address needs and wants of the
demographic
•Provide for customization and
personaliz...
11/2/2017 Dennis L. Kappen 15
.com
Thank You
dennis.kappen@humber.ca
Don’t Sit Still – Be Active
www.gamefulplay.ca
@3D_id...
Nächste SlideShare
Wird geladen in …5
×

#Gamification through the Application of Motivational Affordances for Physical Activity Technology

537 Aufrufe

Veröffentlicht am

Age-differentiated motivational affordances conducive to designing physical activity technology apps for different age groups. this research was presented at CHIPLAY 2017 and can be downloaded from the folowing websites:
1) http://hcigames.com/download/gamification-motivational-affordances-physical-activity-technology/
2)http://delivery.acm.org/10.1145/3120000/3116604/p5-kappen.pdf?ip=70.26.105.55&id=3116604&acc=OPENTOC&key=4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E9F04A3A78F7D3B8D&CFID=825184743&CFTOKEN=91167002&__acm__=1509655228_9170d7d6ebe8866b05ed935c28df0545

Veröffentlicht in: Technologie
  • how to lose weight without exercise - best weight loss diet ★★★ https://tinyurl.com/y6qaaou7
       Antworten 
    Sind Sie sicher, dass Sie …  Ja  Nein
    Ihre Nachricht erscheint hier

#Gamification through the Application of Motivational Affordances for Physical Activity Technology

  1. 1. Gamification through the Application of Motivational Affordances for Physical Activity Technology Dennis L. Kappen, Dr. Pejman Mirza-Babaei, Dr. Lennart E. Nacke Twitter: @3D_ideation 1 Technology for Active Living Human-centric Gamification
  2. 2. When I feel like exercising, I lie down until the feeling passes - Robert M. Hutchins Image credit – Pete-Nowicki – unsplash.com
  3. 3. 1. Motives for participation in physical activity (PA) 2. Differentiating gamification elements and feedback elements 3. Age-differentiated guidelines 3 Takeaways
  4. 4. 4 “Everything for everybody is nothing for nobody” - Philip Kotler Motivation for Research Image credit - David-Marcu–unsplash.com
  5. 5. 5 Research Questions • Are there differences in motivation to participate in PA between adults from different age groups? Image credit – Terrell Woods–unsplash.com • Does the choice of motivational affordances change with age between the groups?
  6. 6. 6 Survey study • N=150 • Four age categories - PEW research on gaming technology • 18-29 (G1 - younger adults), • 30-49 (G2 - middle aged), • 50-64 (G3 - older adults), • 65+ (G4 - Seniors) • Exercise Motivation Inventory-2 (EMI-2, 51 Item, 14 dimensions)(Markland et al., 1999) Image credit – Julie Macey–unsplash.com
  7. 7. 7 Results Ill Health Avoidance and Health Pressures Significant difference between the groups in these two dimensions Image credit - https://media.defense.gov/2016/Oct/12/2001646678/670/394/0/161008-F-MD915-084.JPG
  8. 8. 8 Results Types of Feedback Older adults (50-64), and seniors (65+) preferred step counts, distance travelled and time taken as opposed to calories heart-rate preferred by younger and middle-aged adults Image credit - https://c1.staticflickr.com/4/3873/14589702095_6097ab9d46_b.jpg
  9. 9. 9 PA Motivation Older adults (50-64), and seniors (65+) were motivated by the steps completed, distance travelled compared to badges, and progression by younger adults, and calories and progression for middle-aged adults Results Image credit - https://c1.staticflickr.com/4/3873/14589702095_6097ab9d46_b.jpg
  10. 10. 10 Continuance of PA Older adults (50-64) preferred goals and distance travelled, Seniors (65+) preferred feedback and progression information, compared to badges and goals and feedback of time taken by younger and middle-aged adults Results Image credit – Curtis Macnewton –unsplash.com
  11. 11. 11 Facilitating Goals for PA While all four age-groups wanted specific goals, distance travelled and challenges were favoured by older adults (50-64) and seniors (65+) Results Image credit – Curtis Macnewton –unsplash.com
  12. 12. 12 Motivational Elements Gamified motivational affordances (Intrinsic elements) Goals, Challenges, Progression, Achievements, Choice/options, Quests, Social sharing Gamified motivational affordances (Extrinsic elements) Badges, Rewards, Points, Incentives, Leaderboards Feedback elements (Quantification elements) Calorie tracker, Step-counters, Distance travelled, Daily notifications, Time spent, Heart rate, Breathing rate, Sleep cycle, Sound inputs, Weight loss indicator, Physical form-checker, Gait/posture- checkerImage credit – Curtis Macnewton –unsplash.com
  13. 13. Age Category Design Guidelines for PA Technology 18-29 Combine goals and progression with a reward system Facilitate accomplishments through challenges Opportunity to earn badges and rewards while reaching goals 30-49 Combine feedback elements with progression and social sharing Provide a platform for achieving long-term goals Visual representation of progression and achievements 50-64 Incorporate daily, weekly and monthly progression elements Provide for benchmarked physical activity markers Autonomy with goal selection and types of feedback 65+ Indicators for progress or improvement Integrate choice of exercise types and intensity Continuous feedback loops providing validation of efforts
  14. 14. •Tailoring gamification elements to: •Address needs and wants of the demographic •Provide for customization and personalization •Age-differentiated motivational affordances 14 Conclusion
  15. 15. 11/2/2017 Dennis L. Kappen 15 .com Thank You dennis.kappen@humber.ca Don’t Sit Still – Be Active www.gamefulplay.ca @3D_ideation Imagecredit-Scott-Webb–unsplash.com

×