Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity

被引:160
作者
Zuckerman, Oren [1 ]
Gal-Oz, Ayelet [1 ]
机构
[1] Interdisciplinary Ctr IDC Herzliya, Sammy Ofer Sch Commun, Media Innovat Lab, Herzliyya, Israel
关键词
Persuasive technology; Behavior change; Gamification; Virtual reward; Social comparison; Physical activity; HEALTH; MOTIVATION; PEDOMETERS; EFFICACY; FITNESS;
D O I
10.1007/s00779-014-0783-2
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Game design elements are often implemented in persuasive systems aimed to promote physical activity, a process called "gamification." Gamification is believed to motivate users to become more active, and is commonly implemented in commercial products. However, relatively few studies rigorously evaluated the effectiveness of gamification, and they yielded contradicting findings. We set out to evaluate the effectiveness of virtual rewards and social comparison-two game elements prevalent in persuasive systems. We developed a research prototype, called "StepByStep," aimed to promote routine walking. We created different versions of StepByStep, implemented as an application on Android-based mobile devices, and compared their effectiveness in two field studies. Study 1 showed that a quantified version of the application-offering continuous measurement of walking time, a daily goal, and real-time feedback on progress toward this goal-facilitated reflection on activity and significantly increased walking time over baseline level. Study 2 showed that gamified versions offering virtual rewards and social comparison were only as effective as the quantified version. Thus, we advise designers to facilitate reflection on meaningful aspects of physical activity by developing novel ubiquitous measures. Furthermore, our findings highlight the importance of systematic comparisons between quantified and gamified elements for better understanding their motivational affordances.
引用
收藏
页码:1705 / 1719
页数:15
相关论文
共 62 条
[1]  
Ahtinen A., 2010, Proceedings of the 6th Nordic conference on human-computer interaction: Extending boundaries, P3, DOI [10.1145/1868914.1868920, DOI 10.1145/1868914.1868920]
[2]  
[Anonymous], 2009, Proceedings of the 8th International Conference on Mobile and Ubiquitous Multimedia
[3]  
[Anonymous], 2003, PERSUASIVE TECHNOLOG, DOI [DOI 10.1016/B978-1-55860-643-2.X5000-8, DOI 10.1145/764008.763957]
[4]  
[Anonymous], P HICSS 2014
[5]  
[Anonymous], P CHI 11 WORKSH GAM
[6]  
[Anonymous], 2011, P 25 BCS C HUM COMP
[7]  
[Anonymous], 2013, P CHI 13 WORKSH DES
[8]  
[Anonymous], P CHI 11 WORKSH GAM
[9]  
[Anonymous], CHI 2008 26 ANN CHI
[10]  
[Anonymous], STUD SHOWS TECHN GET