详细信息
Effectiveness of cooperative and competitive gamification in mobile fitness applications among occasional exercisers ( SCI-EXPANDED收录 EI收录)
文献类型:期刊文献
英文题名:Effectiveness of cooperative and competitive gamification in mobile fitness applications among occasional exercisers
作者:Ma, Zhaoyi[1,4];Gao, Qin[2];Tian, Ye[2];Chen, Yue[3];Yuan, Quan[2]
机构:[1]Nanjing Univ Sci & Technol, Sch Design Arts & Media, Nanjing, Peoples R China;[2]Tsinghua Univ, Dept Ind Engn, Beijing, Peoples R China;[3]East China Univ Sci & Technol, Sch Art Design & Media, Shanghai, Peoples R China;[4]Nanjing Univ Sci & Technol, Sch Design Arts & Media, Nanjing, Jiangsu Provinc, Peoples R China
年份:2024
卷号:43
期号:11
起止页码:2401
外文期刊名:BEHAVIOUR & INFORMATION TECHNOLOGY
收录:;EI(收录号:20233714724824);WOS:【SSCI(收录号:WOS:001067424500001),SCI-EXPANDED(收录号:WOS:001067424500001)】;
基金:This work was supported by National Natural Science Foundation of China [grant number 71942005], National Natural Science Foundation of China [grant number T2192932]; the Fundamental Research Funds for the Central Universities [grant number 30923011104]; the National Natural Science Foundation of China [grant number 62002171]; the Natural Science Foundation of Jiangsu Province [grant number BK20200464].
语种:英文
外文关键词:Gamification; cooperation; competition; mobile fitness applications
摘要:Physical activity (PA) is critical to health, but PA level declines dramatically in young adulthood. This study aims to compare the effectiveness of different social gamification designs (i.e. cooperation and competition) in mobile fitness applications among occasional exercisers among young adults. A mobile fitness application featuring competitive, cooperative, or individualistic gamification was designed and their effectiveness in promoting PA behaviours and socio-cognitive factors among occasional exercisers was compared through a four-week (i.e. one week for baseline and three weeks for use) field experiment involving 49 participants. The participants used one of the gamified applications with one or more friends in daily life during the experimental period. The results showed that cooperation and competition stimulate different types of social support: cooperation improves companion support, whereas competition improves appraisal support. Both gamification significantly increased daily steps in the first week, but after three-week usage, the increase of the cooperation groups reclined, whereas that of the competition groups was maintained. The application usage in cooperation also declined significantly after three weeks, while that of the other two conditions did not change significantly. The current study provided insights into gamification design for occasional exercisers among Chinese young adults.
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