Is gamification effective in motivating exercise?

Dion Hoe Lian Goh*, Khasfariyati Razikin

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

16 Citations (Scopus)

Abstract

Despite the benefits of exercise, many individuals lack the motivation to integrate it into their daily lives. Recently, there has been a growing interest in the use of game principles in non-game contexts to make an activity that is perceived to be challenging, tedious or boring more enjoyable. With increased enjoyment through the infusion of game elements, it is expected that individuals will be more motivated to partake in the activity. Given this backdrop, the present study seeks to ascertain the utility of gamification for promoting exercise among individuals. We used Fitocracy as the gamification platform. Our results suggest that gamification improves not only attitudes towards and enjoyment of exercise but also shapes behavior in terms of increase in exercise activity. These findings augur well for gamification platforms and their usefulness in motivating exercise among individuals. Finally, our work suggests design implications for applications that aim to gamify exercise.

Original languageEnglish
Title of host publicationHuman-Computer Interaction
Subtitle of host publicationInteraction Technologies - 17th International Conference, HCI International 2015, Proceedings
EditorsMasaaki Kurosu
PublisherSpringer Verlag
Pages608
Number of pages1
ISBN (Print)9783319209159
DOIs
Publication statusPublished - 2015
Externally publishedYes
Event17th International Conference on Human-Computer Interaction, HCI International 2015 - Los Angeles, United States
Duration: Aug 2 2015Aug 7 2015

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume9170
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference17th International Conference on Human-Computer Interaction, HCI International 2015
Country/TerritoryUnited States
CityLos Angeles
Period8/2/158/7/15

Bibliographical note

Publisher Copyright:
© Springer International Publishing Switzerland 2015.

ASJC Scopus Subject Areas

  • Theoretical Computer Science
  • General Computer Science

Keywords

  • Enjoyment
  • Exercise
  • Gamification
  • Social support

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