Skip to main content

2016 | OriginalPaper | Buchkapitel

Usability and Motivational Effects of a Gamified Exercise and Fitness System Based on Wearable Devices

verfasst von : Zhao Zhao, S. Ali Etemad, Ali Arya, Anthony Whitehead

Erschienen in: Design, User Experience, and Usability: Novel User Experiences

Verlag: Springer International Publishing

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

Gamification of exercise has become a popular topic due to its motivational and engagement effects, which intends to result in increased exercise, activity, health, and fitness for everyday users. At the same time, wearable technologies have become a fast growing industry, providing consumers the ability to conveniently track their state of health and fitness efforts. Consequently, we propose that off-the-shelf commercial wearable technologies have great potential to be applied in gamification of fitness and exercise. In this paper, we utilize this concept through the design and implementation of a smartphone game application which uses wearable devices as input systems. The game supports two different wearable devices which are commercially available to end-users, and three types of activities were included in the gamified experience. These activities are performed as inputs to our mobile game. User tests evaluate the effectiveness of the combined use of games and wearable devices in promoting exercise. The usability of our proposed approach and effects of different factors within the system are also evaluated.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literatur
1.
Zurück zum Zitat Barnes, K: Health wearables: early days. PwC Health Research Institute Report (2014) Barnes, K: Health wearables: early days. PwC Health Research Institute Report (2014)
2.
Zurück zum Zitat Deterding, S., Dixon, D., Khales, R., Nacke, L.: From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. ACM (2011) Deterding, S., Dixon, D., Khales, R., Nacke, L.: From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. ACM (2011)
3.
Zurück zum Zitat Hamari, J., Koivisto, J.: Social motivations to use gamification: an empirical study of gamifying exercise. In: ECIS (2013) Hamari, J., Koivisto, J.: Social motivations to use gamification: an empirical study of gamifying exercise. In: ECIS (2013)
4.
Zurück zum Zitat Zhao, Z., Etemad, S.A., Arya, A.: Gamification of exercise and fitness using wearable activity trackers. In: Chung, P., Soltoggio, A., Dawson, C.W., Meng, Q., Pain, M. (eds.). AISC, vol. 392, pp. 233–240Springer, Cham (2015)CrossRef Zhao, Z., Etemad, S.A., Arya, A.: Gamification of exercise and fitness using wearable activity trackers. In: Chung, P., Soltoggio, A., Dawson, C.W., Meng, Q., Pain, M. (eds.). AISC, vol. 392, pp. 233–240Springer, Cham (2015)CrossRef
5.
Zurück zum Zitat Lister, C., West, J.H., Cannon, B., Sax, T., Brodegard, D.: Just a fad? gamification in health and fitness apps. JMIR Serious Games 2(2), e9 (2014)CrossRef Lister, C., West, J.H., Cannon, B., Sax, T., Brodegard, D.: Just a fad? gamification in health and fitness apps. JMIR Serious Games 2(2), e9 (2014)CrossRef
6.
Zurück zum Zitat Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15. ACM (2011) Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15. ACM (2011)
7.
Zurück zum Zitat Erenli, K.: The impact of gamification: a recommendation of scenarios for education. In: 15th International Conference on Interactive Collaborative Learning (ICL), pp. 1–8. IEEE (2012) Erenli, K.: The impact of gamification: a recommendation of scenarios for education. In: 15th International Conference on Interactive Collaborative Learning (ICL), pp. 1–8. IEEE (2012)
8.
Zurück zum Zitat Buttussi, F., Chittaro, L.: Smarter phones for healthier lifestyles: an adaptive fitness game. In: Pervasive Computing, pp. 51–57. IEEE (2010) Buttussi, F., Chittaro, L.: Smarter phones for healthier lifestyles: an adaptive fitness game. In: Pervasive Computing, pp. 51–57. IEEE (2010)
9.
Zurück zum Zitat Mokka, S., Vaatanen, A., Heinila, J., Valkkynen, P.: Fitness computer game with a bodily user interface. In: Proceedings of the Second International Conference on Entertainment Computing, pp. 1–3. Carnegie Mellon University (2003) Mokka, S., Vaatanen, A., Heinila, J., Valkkynen, P.: Fitness computer game with a bodily user interface. In: Proceedings of the Second International Conference on Entertainment Computing, pp. 1–3. Carnegie Mellon University (2003)
10.
Zurück zum Zitat Campbell, T., Ngo, B., Fogarty, J.: Game design principles in everyday fitness applications. In: Proceedings of the 2008 ACM conference on Computer supported cooperative work, pp. 249–252. ACM (2008) Campbell, T., Ngo, B., Fogarty, J.: Game design principles in everyday fitness applications. In: Proceedings of the 2008 ACM conference on Computer supported cooperative work, pp. 249–252. ACM (2008)
11.
Zurück zum Zitat Wylie, J.: Fitness Gamification: concepts, characteristics, and applications (2010) Wylie, J.: Fitness Gamification: concepts, characteristics, and applications (2010)
12.
Zurück zum Zitat Trowbridge, B., Rodriguez, C., Prine, J., Holzemer, M., McCormack, J., Integlia, R.: Gaming, fitness and relaxation. In: Games Entertainment Media Conference (GEM). IEEE (2015) Trowbridge, B., Rodriguez, C., Prine, J., Holzemer, M., McCormack, J., Integlia, R.: Gaming, fitness and relaxation. In: Games Entertainment Media Conference (GEM). IEEE (2015)
13.
Zurück zum Zitat Buchem, I., Merceron, A., Kreutel, J., Haesner, M., Steinert, A.: Gamification designs in wearable Enhanced Learning for healthy ageing. In: 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL), pp. 9–15. IEEE (2015) Buchem, I., Merceron, A., Kreutel, J., Haesner, M., Steinert, A.: Gamification designs in wearable Enhanced Learning for healthy ageing. In: 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL), pp. 9–15. IEEE (2015)
14.
Zurück zum Zitat Bartley, J., Forsyth, J., Pendse, P., Xin, D., Brown, G., Hagseth, P., Hammond, T.: World of workout: a contextual mobile RPG to encourage long term fitness. In: Proceedings of the Second ACM SIGSPATIAL International Workshop on the Use of GIS in Public Health. pp. 60–67. ACM (2013) Bartley, J., Forsyth, J., Pendse, P., Xin, D., Brown, G., Hagseth, P., Hammond, T.: World of workout: a contextual mobile RPG to encourage long term fitness. In: Proceedings of the Second ACM SIGSPATIAL International Workshop on the Use of GIS in Public Health. pp. 60–67. ACM (2013)
15.
Zurück zum Zitat Whitehead, A., Johnston, H., Nixon, N., Welch, J.: Exergame Effectiveness: What the Numbers Can Tell Us. In: Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games pp. 55–62. ACM (2010) Whitehead, A., Johnston, H., Nixon, N., Welch, J.: Exergame Effectiveness: What the Numbers Can Tell Us. In: Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games pp. 55–62. ACM (2010)
16.
Zurück zum Zitat Miller, A.: Fitness tracers. In: XRDS: Crossroads, The ACM Magazine for Students 20.2. pp. 24–26. ACM (2013) Miller, A.: Fitness tracers. In: XRDS: Crossroads, The ACM Magazine for Students 20.2. pp. 24–26. ACM (2013)
17.
Zurück zum Zitat Schneegass, S., Mayer, S., Olsson, T., Van Laerhoven, K.: From mobile to wearable: using wearable devices to enrich mobile interaction. In: Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct. ACM (2015) Schneegass, S., Mayer, S., Olsson, T., Van Laerhoven, K.: From mobile to wearable: using wearable devices to enrich mobile interaction. In: Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct. ACM (2015)
Metadaten
Titel
Usability and Motivational Effects of a Gamified Exercise and Fitness System Based on Wearable Devices
verfasst von
Zhao Zhao
S. Ali Etemad
Ali Arya
Anthony Whitehead
Copyright-Jahr
2016
DOI
https://doi.org/10.1007/978-3-319-40355-7_32

Neuer Inhalt