“Who cares about fireworks?” – A Study on Digital Coaching, Gamification and Exercise Motivation

Miralem Helmefalk, Leif Marcussen, Anna Sell

    Tutkimustuotos: Artikkeli kirjassa/raportissa/konferenssijulkaisussaKonferenssiartikkeliTieteellinenvertaisarvioitu

    2 Sitaatiot (Scopus)
    7 Lataukset (Pure)

    Abstrakti

    Digital coaching systems offer users support in their physical training through insights and advice based on the individual’s 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.

    AlkuperäiskieliEnglanti
    OtsikkoProceedings of the 53rd Hawaii International Conference on System Sciences
    ToimittajatTung Bui
    KustantajaUniversity of Hawai'i at Manoa
    Sivut1266–1275
    ISBN (painettu)978-0-9981331-3-3
    TilaJulkaistu - 2020
    OKM-julkaisutyyppiA4 Artikkeli konferenssijulkaisuussa
    TapahtumaHAWAII INTERNATIONAL CONFERENCE ON SYSTEM SCIENCES - Hawaii International Conference on System Sciences
    Kesto: 7 tammik. 202010 tammik. 2020

    Konferenssi

    KonferenssiHAWAII INTERNATIONAL CONFERENCE ON SYSTEM SCIENCES
    Ajanjakso07/01/2010/01/20

    Keywords

    • MOBILE device applications
    • Mobile Services
    • Physical Education and Training
    • Physical activity
    • gamification

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