Gamification through the Application of Motivational Affordances for Physical Activity Technology

被引:22
|
作者
Kappen, Dennis L. [1 ,2 ]
Mirza-Babaei, Pejrman [2 ]
Nacke, Lennart E. [3 ]
机构
[1] Humber Coll, Toronto, ON, Canada
[2] Univ Ontario Inst Technol, Oshawa, ON, Canada
[3] Univ Waterloo, Waterloo, ON, Canada
基金
加拿大自然科学与工程研究理事会;
关键词
Motivational affordances; gamification; physical activity; motivation; user experience design; SELF-DETERMINATION; EXTRINSIC MOTIVATION; INTRINSIC MOTIVATION; EXERCISE; ADULTS; BARRIERS; HEALTH;
D O I
10.1145/3116595.3116604
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Motivational affordances are attributes of interactive technologies or game elements that promote participation in physical activity (PA) routines. Although these affordances have been previously integrated into technologies in non-tailored approaches, the motivations of adults for PA are specific (e.g., to improve one's health, wellness, or fitness). There are no previous comparisons of either the motivation to participate in PA or motivational affordances that facilitate PA in different age groups. Therefore, we conducted an online survey with 150 participants using the Exercise Motivations Inventory-2 scale (EMI-2) together with long-form questions to explore motivational affordances and PA technology preferences in four age groups. Our results suggest health-related pressures are significant motivations for PA in different age groups. Additionally, a content analysis of preferences allowed us to distinguish between gamified motivational affordances and feedback elements. These results provide age-group-specific gamification design guidelines for incorporating motivational elements in PA technology.
引用
收藏
页码:5 / 18
页数:14
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