Preliminary Research and Summation #2
1. Just a Fad? Gamification in Health and Fitness Apps
Topic: Can implementing game elements in fitness apps encourage more healthy behaviors?
Hypothesis: Having game elements in fitness apps encourages more use of the app.
Method: In this study, over forty key search terms were researched when looking for fitness applications in the app store. Terms like "running| or "lose weight" were searched in order to find a variety of different apps. After pulling around 132 apps, they were each analyzed to see what components of gamification they have implanted in their design. Some of the elements they considered a part of gamification were
- self-representation with avatars
- three-dimensional environments
- narrative context (or story)
- reputations, ranks, and levels
Result: The study concluded that at least 52.5% of the applications had some form of gamification implemented in their design and would create digital awards for users to enjoy and that those applications that did have a higher amount of downloads.
Summary: This study was helpful in getting a better idea of what elements exist in gamification and how those elements can be used to increase downloads. What aspect of the study that I wish was more expanded on the study was the possible demographics of the downloads were getting.
2. To Gamify or Not to Gamify? Gamification in Exercise Applications and Its Role in Impacting Exercise Motivation
Topic: Gamification and Exercise Motivation
Method: The article touches on whether or not implanting gamification in exercise apps has positive or negative effects on the user's motivation and behavior. In order to study this, eleven interviews would be conducted where they could talk about their experiences with apps and the user experience overall. The study also made sure that the candidates fell into their criteria of being physically inactive and that their exercise is being touched in some way. The study also took place over the course of two weeks.
Result: The results of this study concluded that with the eleven participants aged from 23 to 53 years that with the exercise apps they used, they prioritized the basic elements the most. Such as being able to measure distance and time in the app, as well as being able to count their calories. The motivating factor that was mostly recorded is being able to keep track of your progress. It was mentioned that it felt like the application gave them some form of hidden accountability. They also noticed that applications, where they could their peer's progress, helped them feel more motivated.
Summary: I really enjoyed reading this study! I felt that it really helped me with getting an idea of what users prioritize with apps and what aspects encourage them to keep using the application.
3. Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise
Topic: Surveying users who use an application called Fitocracy
Research Question: How do social factors impact gamification?
Method: Using social influence, that article discusses how positive social engagement will increase app use. The article also talks about factors like network exposure, recognition, and attitude can positively impact exercise applications.
4. Zombies, Run! Rethinking Immersion in Light of Nontraditional Gaming Contexts
Research Question: How have Zombies, Run reinvented exercise applications?
Method: In this paper, we learn about how Zombies, Run has utilized immersive aspects like sound and environments to create something engaging. "‘Zombies, Run!’, a smartphone application that mixes exercise with video gaming, provides a fascinating example of a hybrid game form that brings together these elements of labor and leisure that were mentioned"(Southerton, 2014). The game has 30 missions you can perform that are around an hour each and even tracks your heartbeat as you exercise. The application mixes aspect of sound and rewards to create an immersive experience.
Summary: Prior to this read, I actually was aware of the application of Zombies Run and even used it at some point. The article discusses what immersion is and how it can impact users and provides helpful information regarding the fluid concepts of immersion.
5. Effects of Performance Versus Game-Based Mobile Applications on Response to Exercise
Topic: What are the psychological aspects of exercise behavior in regard to mobile applications?
Method: Studying twenty-eight participants, each participant was given two randomly assigned mobile apps. One being the Nike+Running app and the Zombies Run application. Through watching the participants perform for thirty minutes, the goals were monitored, and see if they were being reached. A large focus of the study was seeing the differences between associative focus and dissociative focus when using the application.
Results: Throughout the study, participants showed to have more of a dissociative focus when using "Zombies Run!" versus the Nike app. The study concluded that game-based apps help with dissociating from exercise more regularly and not really feeling like they are exercising.
Summary: This read introduced the concept of associative and dissociative focus and how that could be implemented into my designs.
6. Influence of Pokémon Go on Physical Activity: Study and Implications
Research Question: How does Pokemon Go encourage physical activity?
Method: Through analyzing Microsoft Band users and those who play Pokemon Go, the users were monitored over the course of three months.
Results: The results showed an increase in physical activity over the last 30 days and a major 25% increase in the steps for the day. The study also mentioned how combining exercise and mobile applications could result in long-term effects.
Summary: The study was mostly short and straight to the point, the information was good for a general study. I appreciated that the study discussed what Pokemon Go does differently than other applications and which age groups it works with the best.
7. Pokémon Go: A game changer for the physical inactivity crisis?
Topic: Gamification and Pokemon Go
Method: The article touches on the specifics of what Pokemon Go does right and how it has impacted people's physical activity. Physical activity is incredibly important for the youth, and the study highlights how the majority of today's activities are based around sedentary activities like using a computer or a smartphone. Pokemon utilizes game elements like rewards for increased physical activity and personal customization. Creating interest for not just original fans, but younger fans as well.
Summary: This article touched on a lot of topics regarding not just physical activity but how many youths are involved with sedentary activities.
8. “Just Dance”: The Effects of Exergame Feedback and Controller Use on Physical Activity and Psychological Outcomes
Research Question: How does Just Dance affect the physical body?
Method: Using several participants, users were tasked with dancing with a warm-up and three songs. Around 129 college students female and male were tasked to dance for twelve minutes.
Results: The study concluded that even with the gender differences, there were no significant changes in heart rates or blood pressure. Just Dance was concluded as being a moderate-level exercise that anyone could do.
Summary: The read was regarding Just Dance and I thought it could more information on gamification. Instead was more of just a general study of how anyone can do Just Dance. I will also say the study was down in Taiwan, which could affect the results.
9. Gamification and smart exercise travel
Topic: Gamification and Travel
Hypothesis: Gamification can encourage more tourism and travel
Method: The study starts by discussing what smart travel is and how gamification affects it. "we define smart exercise travel as a visitor’s activity with multiple purposes such as leisure/recreation and tourism empowered by smart technology"(Jang & Kim, 2022). The study also mentioned the correlation between exercise, travel, and tourism and how they work with each other.
Summary: Truthfully, this was a bit hard read just due to all the terms they introduced that I had never heard prior to reading the article. The terms are definitely something I could implement into my thesis if I wanted to focus on travel aspects of exercise as well.
10. Is the Wii Fit™ a new-generation tool for improving balance, health and well-being? A pilot study
Research Question: How does Wii Fit improve users' health?Hypothesis: Due to its gamification elements, Wii Fit improves the health of its users.
Method: Getting ten women aged 30-58, the participants were tasked to do a thirty-minute Wii Fit session for the next 10 weeks. The study focused mostly on the health, balance, and general well-being of candidates. As well as weekly sessions encouraging the woman to push themselves and try to beat their goal from the last week.
Results: The results of the study concluded that there were some improvements in reaction time and balance, but no major changes. The study existed as a way to see what ways can do light exercise without having to do a major exercise in their everyday routines.
Summary: The study was generally a good look at what the effects of light exercise with games can have. Even though the results were nothing major, it was good to see how their other aspects were recorded outside of weight when it comes to exercise.
References:
Althoff, T., White, R. W., & Horvitz, E. (2016, December 6). Influence of Pokémon Go on Physical Activity: Study and Implications. Journal of Medical Internet Research, 18(12), e315. https://doi.org/10.2196/jmir.6759
Gillman, A. S., & Bryan, A. D. (2015, September 11). Effects of Performance Versus Game-Based Mobile Applications on Response to Exercise. Annals of Behavioral Medicine, 50(1), 157–162. https://doi.org/10.1007/s12160-015-9730-3
Hamari, J., & Koivisto, J. (2015, September). “Working out for likes”: An empirical study on social influence in exercise gamification. Computers in Human Behavior, 50, 333–347. https://doi.org/10.1016/j.chb.2015.04.018
Jang, S., & Kim, J. (2022, July 28). Gamification and smart exercise travel. Current Issues in Tourism, 1–5. https://doi.org/10.1080/13683500.2022.2104697
Kyewski, E., & Krämer, N. C. (2018, March). To gamify or not to gamify? An experimental field study of the influence of badges on motivation, activity, and performance in an online learning course. Computers &Amp; Education, 118, 25–37. https://doi.org/10.1016/j.compedu.2017.11.006
LeBlanc, A. G., & Chaput, J. P. (2017, August). Pokémon Go: A game changer for the physical inactivity crisis? Preventive Medicine, 101, 235–237. https://doi.org/10.1016/j.ypmed.2016.11.012
Lin, J. H. (2015, June). “Just Dance”: The Effects of Exergame Feedback and Controller Use on Physical Activity and Psychological Outcomes. Games for Health Journal, 4(3), 183–189. https://doi.org/10.1089/g4h.2014.0092
Lister, C., West, J. H., Cannon, B., Sax, T., & Brodegard, D. (2014, August 4). Just a Fad? Gamification in Health and Fitness Apps. JMIR Serious Games, 2(2), e9. https://doi.org/10.2196/games.3413
Nitz, J. C., Kuys, S., Isles, R., & Fu, S. (2009, November 12). Is the Wii FitTM a new-generation tool for improving balance, health and well-being? A pilot study. Climacteric, 13(5), 487–491. https://doi.org/10.3109/13697130903395193
Smith, D. M. (2013, July 1). Run from the zombies. BMJ, f3937. https://doi.org/10.1136/sbmj.f3937


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