Exploiting Mobile Gamification to Foster Physical Activity: A Remotely-Managed Field Study

Author:

Olivas Martinez Giorgio1ORCID,Orso Valeria1,Bettelli Alice1,Gamberini Luciano12

Affiliation:

1. Department of General Psychology, University of Padua, 35131 Padua, Italy

2. Human Inspired Technologies Research Centre, University of Padua, 35121 Padua, Italy

Abstract

Physical inactivity is a plague for public health, especially in Western Countries. Among the countermeasures, mobile applications promoting physical activity seem particularly promising, thanks to the spread and adoption of mobile devices. However, the dropout rates of users are high, thereby calling for strategies to increase retention rates. Moreover, user testing can be problematic, because it is typically conducted in a laboratory, leading to a limited ecological validity. In the present research, we developed a custom mobile app to promote physical activity. Three versions of the app were implemented, each featuring a different pattern of gamification elements. Moreover, the app was designed to work as a self-managed experimental platform. A remote field study was conducted to investigate the effectiveness of the different versions of the app. Behavioral log data of physical activity and interaction with the app were collected. Our results show the feasibility of using a mobile app running on personal devices as an independently managed experimental platform. Moreover, we found that gamification elements per se do not ensure higher retention rates, rather it emerged that the richer combination of gamified elements was effective.

Publisher

MDPI AG

Subject

Electrical and Electronic Engineering,Biochemistry,Instrumentation,Atomic and Molecular Physics, and Optics,Analytical Chemistry

Cited by 3 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. WellnessWise: User Experience Design of the Proposed Mobile Application for Physical and Mental Health Self-Care;2023 13th International Conference on Software Technology and Engineering (ICSTE);2023-10-27

2. Positive and Negative Impacts of Gamification on the Fitness Industry;European Journal of Investigation in Health, Psychology and Education;2023-08-02

3. Smart Devices for Health and Wellness Applied to Tele-Exercise: An Overview of New Trends and Technologies Such as IoT and AI;Healthcare;2023-06-20

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