228 research outputs found

    Promoting occupational health through gamification and e-coaching: A 5-month user engagement study

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    Social gamification systems have shown potential for promoting healthy lifestyles, but applying them to occupational settings faces unique design challenges. While occupational settings offer natural communities for social interaction, fairness issues due to heterogeneous personal goals and privacy concerns increase the difficulty of designing engaging games. We explored a two-level game-design, where the first level related to achieving personal goals and the second level was a privacy-protected social competition to maximize goal compliance among colleagues. The solution was strengthened by employing occupational physicians who personalized users’ goals and coached them remotely. The design was evaluated in a 5-month study with 53 employees from a Dutch university. Results suggested that the application helped half of the participants to improve their lifestyles, and most appreciated the role of the physician in goal-setting. However, long-term user engagement was undermined by the scalability-motivated design choice of one-way communication between employees and their physician. Implications for social gamification design in occupational health are discussed

    The Role of Gamification in Health Behavior Change: A Review of Theory-driven Studies

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    Gamification is increasingly being recognized as a tool to support a change in individuals’ health behaviors. However, how and under which circumstances gamification is able to support health behavior change is still largely unexplored. This study follows the call for more theory-driven research on gamification by investigating the role of gamification in health behavior change theories (HBCTs). In order to do so, we conducted a systematic review of extant literature and identified 25 studies that explore the role of gamification in the process of health behavior change to some extent. We found large discrepancies in how the authors of these studies conceptualized the role of gamification in their theory-driven health interventions. To further strengthen theory-driven research on gamification in health and well-being, we additionally propose concrete research questions. These may guide future researchers to identify valuable avenues for further explaining and predicting the influences of gamification on health behavior change

    Development and evaluation of a behavior change support system targeting learning behavior: a technology-based approach to complement the education of future executives using persuasive systems in higher education

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    Learning is crucial in today's information societies, and the need for comprehensive and accessible support systems to enhance learning competencies is increasingly evident. In this context, this dissertation provides descriptive knowledge about the demands for such a system, aiming to train higher education students and equip them with learning competencies. Drawing on design science research, the dissertation addresses the identified demands, considers technical frameworks and psychological models to design technology-based artifacts. Against this background, the dissertation provides a pragmatic contribution through novel artifacts in form of Behavior Change Support Systems targeting self-regulated learning in higher education. The evaluation of these artifacts extends prior design knowledge through specific recommendations, including design principles, that can guide the implementation of Behavior Change Support Systems and further technology-based interventions in higher education. These recommendations aim to promote the development of necessary competencies within the higher education context

    The role of smartphones in encouraging physical activity in adults

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    Virtual Coaches

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    Understanding Personalization for Health Behavior Change Applications: A Review and Future Directions

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    Health behavior change (HBC) applications hold much promise for promoting healthy lifestyles, such as enhancing physical activity (PA), diet, and sleep. Incorporating personalization strategies is seen as key to designing effective HBC applications. However, researchers and application designers lack knowledge about the different kinds of personalization strategies, how to implement them, and what strategies work. Thus, we reviewed prior empirical studies on personalization for HBC applications and developed a framework to synthesize the prior studies we identified and to provide an integrative view of the personalization strategies, their inputs, and outcomes. Our findings suggest that researchers have much potential to conduct design research that employs demographic and contextual characteristics for personalization and that examines personalization strategies that target HBC applications’ interface and channels. In terms of implementation and adoption, we call for researchers to examine unaddressed issues such as low adherence and contextual barriers for these applications. We also suggest that researchers need to systematically examine the effects of specific personalization strategies on their efficacy. Other than providing an integrative view of extant studies, our study contributes by outlining key directions for future research in this area

    HamkeRun: Mobile infoVis app towards sustainable motivation in a context of running

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    Indiana University-Purdue University Indianapolis (IUPUI)According to the US Centers for Disease Control and Prevention, less than half of all adults in the US meet basic physical activity guidelines. Physical activity can help not just improve physical and mental health but also reduce the risk of heart disease and some cancers. Researchers and companies have tried to investigate the use of modern technologies to motivate people to increase and maintain physical activities. However, in spite of these efforts, there are criticisms. Those include low dietary effectiveness of the tools, lack of sustainable effects in the long-term, and proof of effectiveness only shown in laboratory settings. To overcome these limitations, first, the author developed a framework of overarching motivation theories and HCI factors and contextualized it within the running domain. Second, the author has developed a mobile application called HamkeRun within this framework, using the concepts of information visualization, gamification, and social grouping to increase a user’s motivation to run more frequently. Third, the HamkeRun application was empirically tested through a two-month-long longitudinal experiment and follow-up interviews. The results showed that the single runner type showed significant increases in the levels of their external motivation (motivational effect of the HamkeRun application), internal motivation and satisfaction, while the team runner type showed significant increases only in internal motivation. In addition, motivational effects were also different depending on the runners’ behavior change stage. Runners at the maintenance stage showed significant increases in external motivation, internal motivation, satisfaction, and total number of running activities performed during the study. Although action stage runners showed significant increase in internal motivation, female runners at the action stage showed significant decrease in their external motivation. Gamification greatly influenced increases of external motivation, internal motivation and total number of actual activities. Although both male and female runners showed increased internal motivation, significant increase in external motivation was only found in male runners. The dissertation closes with a series of design guidelines for application developers and designers which may help develop motivational tools in other health-related domains

    THE ROLE OF GOAL FRAMES REGARDING THE IMPACT OF GAMIFIED PERSUASIVE SYSTEMS ON SUSTAINABLE MOBILITY BEHAVIOR

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    This study analyzes the motivational processes of a gamified persuasive system in an initiative to en-courage sustainable mobility behavior by promoting bike usage. To increase motivation and drive sus-tainable behavior, the design of persuasive systems is gradually advancing. Game-based functions are often implemented to transform the user experience through playful interactions. This paper explores whether the functions implemented within gamified persuasive systems really fulfill an individual’s goals and needs by analyzing the impact of the user’s personal goals on gamified persuasive system usage and the desired outcome in the domain of sustainable mobility behavior. The theoretical basis for this study comes from the goal-framing theory as well as the perspective of functional affordances. The results in this work indicate that the functions implemented are only partially compatible with us-er goals. Furthermore, the results demonstrate that the influence of goals on sustainable mobility be-havior can be increased through the implementation of specific functions within a persuasive system

    The Effects of Digitally Delivered Nudges in a Corporate Wellness Program

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    We investigate how two digitally delivered nudges, namely light social support (nonverbal cues such as kudos or likes) and motivational messaging, affect employees’ self-reported physical activity in an online, corporate wellness program. Within this unique field setting, using data from several years, we found evidence that both types of nudges provide benefits beyond the effect of cash incentives. However, the effects vary by individual, depending on whether the employee is actively engaging in physical activity, and by time, depending on how long the employee has been in the wellness program. We found light social support to be less effective over time, while motivational messages were found to be more effective with the duration in the program and generally more effective for physically inactive users. Our findings have implications for the design of wellness systems, suggesting different approaches depending on an employee’s current activity level and tenure in the progra
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