20,443 research outputs found
Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour
Health and fitness wearable technology has recently advanced, making it
easier for an individual to monitor their behaviours. Previously self generated
data interacts with the user to motivate positive behaviour change, but issues
arise when relating this to long term mention of wearable devices. Previous
studies within this area are discussed. We also consider a new approach where
data is used to support instead of motivate, through monitoring and logging to
encourage reflection. Based on issues highlighted, we then make recommendations
on the direction in which future work could be most beneficial
Implementing data-driven systems for work and health: The role of incentives in the use of physiolytics
Following the recent success of health wearable devices (smartwatches, activity trackers) for personal and leisure activities, organizations have started to build digital occupational health programs and data-driven health insurance around these systems. In this way, firms or health insurance companies seek to both support a new form of health promotion for their workforce/clients and to take advantage of large amounts of collected data for organizational purposes.
Still, the success in the implementation of wearable health devices (also known as physiolytics) in organizational settings is entirely dependent on the individual motivation to adopt and use physiolytics over time (since organizations cannot establish a mandated use). Therefore, organizations often use incentives to encourage individuals to participate in such data-driven programs. Yet, little is known about these mechanisms that serve to align the interests of an organization with the interests of a group of individuals. This is an important challenge because these incentives may blunder the frontiers between what is voluntary and what is not.
Against this background, this thesis aims, from a critical realist perspective, to build general knowledge regarding incentives in physiolytics-centered organizational programs. By doing so, individuals may be able to recognize challenges linked to participation in such programs; organizations may create sensible incentives; policymakers may identify new social issues that appear with this form of digitalization in organizations; and, finally, researchers may investigate new practical and social challenges regarding digitalization in organizations.
In concrete terms, the first explorative phase of the thesis shows that feedback, gamification features and financial incentives are the most implemented incentives in physiolytics-centered organizational programs. There is also an overrepresentation of financial incentives for data-health plans, indicating that health insurance companies are building their strategy on external motivators. A second, more explanatory phase serves to further explore these types of incentives and specify recommendations by taking a higher perspective than normative views, so that it is possible to create more alternative managerial strategies or develop other policy perspectives. This part principally shows that the most influential incentives on user behavior are the ones that are transparent, that stimulate individual empowerment, and that propose defined benefits.
In terms of contributions, this thesis allows individuals to evaluate how their autonomy and integrity is impacted by incentives in such data-driven programs. This thesis also outlines the necessity for organizations to invest time and resources to know their audience. Organizations additionally need to develop several strategies, by mixing incentives or gradually introducing them. Policymakers must ensure that regulations permit the clear consent of participants; guarantee a proportionality of incentives, and involve entities that can guide individuals through data-sharing. Finally, this thesis enables researchers to further investigate how organizations can develop appropriate and desirable environments regarding data-driven technology, so that individuals may enhance their decision-making processes and organizations may succeed in their implementation
âWho cares about fireworks?â â A Study on Digital Coaching, Gamification and Exercise Motivation
Digital coaching systems offer users support in their physical training through insights and advice based on the individualâs activity data. Often these systems utilize gamification mechanisms to motivate users. In this study we conduct interviews with digital coaching users to understand how digital coaching systems are used to motivate physical activity, what kind of a role gamification plays, and how digital coaching systems should be developed further to better motivate users. We find that data itself is more motivating than gamification mechanisms, that players use data to play their own, internal games; and that data is also used for social purposes. We find that the benefits from digital coaches today are limited and mainly related to accurate exercise tracking and visualization of user data. Gamified elements are used on a low level and not perceived as value-adding by the users; deeper understanding of motivation theory and promoting intrinsic motivation is needed
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Strengthening the Customer Experience via Interactive Digital Tactics: Evaluating the Quantification of Self and Gamification
Managing customer interactions has evolved, with firms shifting their focus from simply âsellingâ to customers to instead building more meaningful personal relationships with them. A key part of this new thinking is the customer experience, involving interactions between a customer and brand that provoke a meaningful personal reaction, and often include the consumer playing an active role in tailoring the experience. I examine two interactive innovations, the quantification of self (QOS) and gamification, that are being utilized by marketers to enrich the customer experience. QOS involves the production of highly-detailed individualized performance metrics for personal activity monitoring. Gamification is the use of game design elements to enhance products and services. There is a significant overlap between the two, when gamification is based on QOS metrics.
Both QOS and gamification are meant to deepen the consumer experience with a product/brand, in terms of more engagement and more personal benefits derived. In addition, both involve co-creation. My dissertation explores these marketing tactics and their impact on the customer experience.
The purpose of essay one is to establish if QOS data, provided via a consumer product, positively impacts motivation toward a goal pursuit. I propose and show support for a mediation model that captures the psychological process underlying QOSâs positive motivational impact. My model suggests three factors mediate the impact of QOS on motivation: 1) feedback loop enhancement, 2) self-empowerment amplification, and 3) goal focus strengthening. This research suggests QOS-based consumer products used as part of a goal pursuit will provide the user with a more personally meaningful experience than a similar non-QOS product.
The purpose of essay two is to understand the impact of QOS in wellness programs that are directed by a third party. Since an increase in perceived self-empowerment is found in essay one to be a critical mediating factor in the impact of QOS, this essay explores the hypothesis that QOS loses much of its appeal when run by a third party that is seen as having a power advantage. The theoretical framework for this essay draws from self-determination theory and the consumer empowerment literature. This research identifies an important boundary condition for the impact of QOS.
Essay three examines the use of gamification in marketing contexts, including gamificationâs impact on the gamified marketing activity itself (enjoyment, emotional attachment) as well as the potential spillover benefits for the brand associated with the activity. I also gauge potential moderators of gamificationâs appeal, such as individualâs innate competitiveness and innate propensity for risk. My results suggest gamification has some ability to bolster anticipated enjoyment and interest in joining a marketing activity, though this can vary substantially due to innate personal characteristics and situational factors. No support was found for gamificationâs ability to strengthen emotional engagement with the activity or the brand.
Drawing from established theoretical foundations such as goal setting theory, self-determination theory and the consumer empowerment literature, these three essays extend marketing theory regarding how interactive, digital-based environments can help marketers strengthen the consumer experience. My research provides models to understand the meaningful benefits consumers derive from these marketing approaches. It also identifies important boundary conditions and modifiers, including innate personal characteristics and situational contexts. In my discussion of results, I provide applicable managerial insights for strengthening relationships between consumers and products/brands
Online Fitness Social Networking Communities
The high numbers of adults who do not engage in enough physical activity or who are completely sedentary, are at higher risk than others for health illnesses and complications. However, many individuals are taking initiative and control of their health and well-being as a result of the copious amount of information available on the internet and major technological advancements. Individuals are self-tracking their health with wearable technology such as Fitbit, Nike, Garmin, and Jawbone among many others which can track steps/distance, steps climbed, heart rate, caloric burn, and sleep. In the last decade, these technologies have become very popular and are being used by a large number of the population. They also permit interaction with additional apps or websites, such as MyFitnessPal, by linking them together in order to self-track while forming fitness social networks. It is evident that these apps, devices, and websites offer an overwhelming amount of resources to its users to aid them.
Users not only can track their physical activity, but can form fitness social networks through the apps and websites. Th is enables users to interact with others to give or receive comments, likes, applauds, or cheers as well as seek advice and guidance from others. Users can join specific groups based on their physical activities or fitness concerns, creating a social network of people with similarities. What are the best, most effective resources offered by these apps, websites, and devices? How can engagement with a social network of people on fitness apps and websites increase physical activity? What resources in these networks best enhance motivation, confidence, and achievement of oneâs fitness goals? Through conducting a literature review of the research and surveying users who already engage in these apps, websites, and devices, we can better understand the benefits and preferences of these resources. Only by further recognizing the most efficient aspects of self-tracking devices and online fitness social networks, can we work to improve them and motivate and engage individuals in necessary physical activity to enhance their health
Digital fitness: Self-monitored fitness and the commodification of movement
This work is licensed under a Creative Commons Attribution-NoDerivs (CC BY_ND) Licence. For information on use, visit www.creativecommons.org/licenses.This article moves beyond a history of domestic home video fitness programs to explore digital fitness with specific attention to the self-monitored fitness 'movement' and the hardware and software that facilitate its proliferation. The research in this area is currently conducted through preliminary small scale studies, alongside some flawed but still (inadvertently) useful undergraduate and graduate projects. Popular cultural interest is burgeoning, with the popularity of the Fitbit suite and the iWatch surging through an array of commentaries on blogs, YouTube videos, tweets and Facebook posts. This theoretical paper links digitisation with fitness to explore the balance between self-monitoring and surveillance, motivation and shaming. The Fitbit is an example of this self-monitored fitness 'movement' that reveals the ambivalence of quantifying steps and stairs while managing a volatile neoliberal working environment
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