2,753 research outputs found

    Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour

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    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

    Investigating the effect of gamification on the adoption of fitness apps on mobile devices in South Africa

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    Despite the large number of downloads of mobile apps and the growth of the fitness mobile app industry, research shows that fitness mobile apps are faced with the issue of having a low adoption rate. This thesis focusses on fitness mobile apps and attempts to understand this issue of adoption or continuous fitness mobile app usage in a South African context and specifically looks at the role of gamification in fitness mobile app adoption. The research is conducted to better understand how gamification affects and can improve fitness mobile app adoption. Gamification can be defined as the addition of points, badges, leaderboards and other elements found in games to other non-game related areas such as fitness apps. A survey was administered to three cohorts of students at the University of Cape Town in South Africa to assess this. The cohorts focused on MyFitnessPal, Nike+ or Strava gamified fitness mobile apps, respectively, in order to allow for comparisons of survey responses across the three fitness mobile apps. The survey design used an extension of the Technology Acceptance Model (TAM) to quantitatively measure the relationship between gamification in fitness mobile apps and the behavioural intention to adopt the fitness mobile app. User perspectives on how gamification affects adoption of fitness mobile apps was also gathered in the survey. Perceived usefulness (PU), perceived ease of use (PEU) and perceived enjoyment (PE) were found to have a positive relationship to the behavioural intention (BI) to adopt a fitness mobile app in the sample. Across the cohort’s subjective norm didn't significantly contribute to the BI to adopt a fitness mobile app. Interestingly it was found to correlate negatively with the variable BI when analyzing the responses from the Nike+ cohort. In the cohorts for MyFitnessPal and Strava this was not the case as these two variables were found to be positively correlated. The progress bar was perceived to be the most useful gamification element in a fitness mobile app in all three cohorts when compared with leaderboards, badges, levels and points. When looking at how gamification improves adoption motivations the following popular reasons were provided by participants: progress tracking and achievement (encourage improvement). This was followed by the common themes PEU, PE, award/incentive, competitive aspect and goal setting assistance. The findings from this study contribute to better understanding how gamification improves fitness app adoption in a South African context

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    Heuristic Evaluation of Play4Fit Health and Fitness App: A Comparison Between Experts and Novices Evaluators

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    Heuristic evaluation (HE) can be used to effectively identify usability issues in various interfaces. However, it has not been widely used in evaluating smartphone apps, especially in the health and fitness domain. One reason is the lack of HCI experts, which makes incorporating HE into the design process difficult. This paper presents the results of a study that compared HE performed by three HCI experts and three novices in evaluating a gamification app for health and fitness on a smartphone. The study used Smartphone Mobile Application heuRisTics (SMART), which focuses on smartphone apps, and a severity rating scale to determine the severity of the usability issues. These issues were mapped to the SMART heuristic. The findings indicate that novices may identify usability issues that the experts overlooked. While the experts identified eighteen usability issues, the novices found only four; however, the novice’s findings may be used as a substitute for HE when experts are unavailable. Both experts and novices identified two similar usability issues, but their severity ratings differed. One possible solution to address the lack of usability issues identified by novices in HE is to use more novices instead of experts in the evaluation process

    Restricted Hidden Markov Model based Innovation in Physical Learning Education with Computer Internet Technology

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    The integration of computer internet technology into college physical education teaching has greatly enriched the teaching methods and forms and has promoted the innovation of the physical education teaching mode. The integration of computer internet technology into college physical education teaching mode has brought about significant innovation and improvement, enabling teachers to provide richer, more interactive, personalized, and flexible teaching. The integration of computer internet technology in physical education teaching has opened up new opportunities for enhancing the learning experience and improving student outcomes. This research focuses on the development of a technological innovation that leverages deep learning techniques, specifically the Restricted Hidden Markov Model (RHMMDL), to optimize physical education instruction. By harnessing the power of deep learning algorithms, the RHMMDL model aims to analyze and interpret movement patterns, providing personalized feedback and guidance to students. This paper presents the conceptual framework and methodology of the RHMMDL model, highlighting its potential benefits and implications for physical education teaching. The study also discusses the challenges and limitations associated with the implementation of this innovative technology

    Gamification in higher education and stem : a systematic review of literature

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    In recent years, gamification, the use of game elements in non-game contexts, has drawn the attention of educators due to the possibility of making learning more motivating and engaging; this led to an increase of research in the field. Despite the availability of literature reviews about gamification and its effects, no work to this date has focused exclusively on Higher Education (HE). Next, worldwide there is an increasing demand for skilled Science, Technology, Engineering and Mathematics (STEM) professionals that meet the challenges related to scientific and technological innovations of the 21st Century. This lead to the need of strengthening STEM Higher Education. This brings us to the purpose of this work: presenting a systematic literature review of empirical studies about gamification STEM related Higher Education. This review study started from a systematic mapping design of 'Web of Science' articles, with following inclusion criteria: empirical gamification studies set up in HE, published between 2000 and 2016; focusing on undergraduate or graduate students; in the STEM knowledge field, and set up in authentic settings. An initial search resulted in 562 potentially relevant articles. After applying all selection criteria, only 18 studies could be retained. 12 additional articles were included by analyzing references from earlier literature reviews, resulting in 30 studies to be included. Analysis results show how a combination of game elements (e.g. leaderboards, badges, points and other combinations) positively affects students' performance, attendance, goal orientation and attitude towards mostly computer science related subjects. The analysis results also point at a lack of studies in certain STEM areas, a lack of studies that identify the particular game element associated with the positive differential impact on student performance; a lack of validated psychometric measurements, and lack of focus on student variables that could/should be taken into account as mediating/moderating variables clarifying the impact of gamification in the HE focus on STEM learning and teaching

    Heuristic Evaluation of Play4Fit Health and Fitness App: A Comparison Between Experts and Novices Evaluators

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    Heuristic evaluation (HE) can be used to effectively identify usability issues in various interfaces. However, it has not been widely used in evaluating smartphone apps, especially in the health and fitness domain. One reason is the lack of HCI experts, which makes incorporating HE into the design process difficult. This paper presents the results of a study that compared HE performed by three HCI experts and three novices in evaluating a gamification app for health and fitness on a smartphone. The study used Smartphone Mobile Application heuRisTics (SMART), which focuses on smartphone apps, and a severity rating scale to determine the severity of the usability issues. These issues were mapped to the SMART heuristic. The findings indicate that novices may identify usability issues that the experts overlooked. While the experts identified eighteen usability issues, the novices found only four; however, the novice’s findings may be used as a substitute for HE when experts are unavailable. Both experts and novices identified two similar usability issues, but their severity ratings differed. One possible solution to address the lack of usability issues identified by novices in HE is to use more novices instead of experts in the evaluation process

    Gamification’s impact on the intrinsic motivation for physical activity

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    Abstract. In the modern days physical activity among the children and adolescents have generally decreased and, in turn, increased the prevalence of obesity and different health issues caused by obesity. There have been several attempts to motivate the young to start exercising and having a healthier lifestyle by making it more engaging and fun. One of the methods of inspiring the young people to get moving stems from video games. Gamification has been trendy in the last century and it is still talked about. The primary objective of the gamification is to decrease the threshold of doing something and repeating it by implementing different gamifying elements like point scoring. There have been many different attempts to implement gamifying elements into various activities. But in some cases the motivation to exercise wanes once the user’s interest towards the game itself decreases. In this paper I explore the cases of using gamification to improve peoples’ physical activity and promote better health. The objective of this paper is to use a systematic literature review to find out and map the amount of research that has been done about gamification and its impact on the intrinsic motivation for physical activity

    The Impact of Gamification Design on the Success of Health and Fitness Apps

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    Gamification has been increasingly employed in health-related apps in recent years. However, the effect of gamification design on the success of health and fitness apps remains unknown and has not been investigated before. This study attempts to identify what gamification elements are frequently used in the design of health and fitness apps and to empirically quantify their effects on app downloads and user ratings of these apps. We construct a rich dataset that includes information about the daily downloads, ratings and gamification design elements of 2,462 health and fitness apps on the Apple App Store. Our sample contains 924 paid apps and 1,538 free apps. This study contributes to both the gamification and mobile app literatures and provides important implications for app developers who intend to adopt gamification in mobile app design
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