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Gamification through the Application of
Motivational Affordances for Physical
Activity Technology
Dennis L. Kappen, Dr. Pejman Mirza-Babaei, Dr. Lennart E. Nacke
Twitter: @3D_ideation 1
Technology for Active Living
Human-centric Gamification
When I feel like exercising, I lie down until the
feeling passes
- Robert M. Hutchins
Image credit  Pete-Nowicki  unsplash.com
1. Motives for participation in physical
activity (PA)
2. Differentiating gamification elements and
feedback elements
3. Age-differentiated guidelines
3
Takeaways
4
Everything for everybody is nothing for nobody
- Philip Kotler
Motivation for
Research
Image credit - David-Marcuunsplash.com
5
Research
Questions
 Are there differences in motivation to
participate in PA between adults from different
age groups?
Image credit  Terrell Woodsunsplash.com
 Does the choice of motivational affordances
change with age between the groups?
6
Survey study
 N=150
 Four age categories - PEW research on
gaming technology
 18-29 (G1 - younger adults),
 30-49 (G2 - middle aged),
 50-64 (G3 - older adults),
 65+ (G4 - Seniors)
 Exercise Motivation Inventory-2 (EMI-2, 51
Item, 14 dimensions)(Markland et al., 1999)
Image credit  Julie Maceyunsplash.com
7
Results
Ill Health Avoidance and Health Pressures
Significant difference between the groups in
these two dimensions
Image credit - https://media.defense.gov/2016/Oct/12/2001646678/670/394/0/161008-F-MD915-084.JPG
8
Results
Types of Feedback
Older adults (50-64), and seniors (65+) preferred step
counts, distance travelled and time taken as opposed to
calories heart-rate preferred by younger and middle-aged
adults
Image credit - https://c1.staticflickr.com/4/3873/14589702095_6097ab9d46_b.jpg
9
PA Motivation
Older adults (50-64), and seniors (65+) were motivated by
the steps completed, distance travelled compared to
badges, and progression by younger adults, and calories
and progression for middle-aged adults
Results
Image credit - https://c1.staticflickr.com/4/3873/14589702095_6097ab9d46_b.jpg
10
Continuance of PA
Older adults (50-64) preferred goals and distance travelled,
Seniors (65+) preferred feedback and progression
information, compared to badges and goals and feedback
of time taken by younger and middle-aged adults
Results
Image credit  Curtis Macnewton unsplash.com
11
Facilitating Goals for PA
While all four age-groups wanted specific goals, distance
travelled and challenges were favoured by older adults
(50-64) and seniors (65+)
Results
Image credit  Curtis Macnewton unsplash.com
12
Motivational Elements
Gamified motivational
affordances
(Intrinsic elements)
Goals, Challenges, Progression,
Achievements, Choice/options,
Quests, Social sharing
Gamified motivational
affordances
(Extrinsic elements)
Badges, Rewards, Points, Incentives,
Leaderboards
Feedback elements
(Quantification elements)
Calorie tracker, Step-counters,
Distance travelled, Daily
notifications, Time spent, Heart
rate, Breathing rate, Sleep cycle,
Sound inputs, Weight loss indicator,
Physical form-checker, Gait/posture-
checkerImage credit  Curtis Macnewton unsplash.com
Age Category Design Guidelines for PA Technology
18-29 Combine goals and progression with a reward system
Facilitate accomplishments through challenges
Opportunity to earn badges and rewards while reaching goals
30-49 Combine feedback elements with progression and social sharing
Provide a platform for achieving long-term goals
Visual representation of progression and achievements
50-64 Incorporate daily, weekly and monthly progression elements
Provide for benchmarked physical activity markers
Autonomy with goal selection and types of feedback
65+ Indicators for progress or improvement
Integrate choice of exercise types and intensity
Continuous feedback loops providing validation of efforts
Tailoring gamification elements to:
Address needs and wants of the
demographic
Provide for customization and
personalization
Age-differentiated motivational
affordances
14
Conclusion
11/2/2017 Dennis L. Kappen 15
.com
Thank You
dennis.kappen@humber.ca
Dont Sit Still  Be Active
www.gamefulplay.ca
@3D_ideation
Imagecredit-Scott-Webbunsplash.com

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#Gamification through the Application of Motivational Affordances for Physical Activity Technology

  • 1. Gamification through the Application of Motivational Affordances for Physical Activity Technology Dennis L. Kappen, Dr. Pejman Mirza-Babaei, Dr. Lennart E. Nacke Twitter: @3D_ideation 1 Technology for Active Living Human-centric Gamification
  • 2. When I feel like exercising, I lie down until the feeling passes - Robert M. Hutchins Image credit Pete-Nowicki unsplash.com
  • 3. 1. Motives for participation in physical activity (PA) 2. Differentiating gamification elements and feedback elements 3. Age-differentiated guidelines 3 Takeaways
  • 4. 4 Everything for everybody is nothing for nobody - Philip Kotler Motivation for Research Image credit - David-Marcuunsplash.com
  • 5. 5 Research Questions Are there differences in motivation to participate in PA between adults from different age groups? Image credit Terrell Woodsunsplash.com Does the choice of motivational affordances change with age between the groups?
  • 6. 6 Survey study N=150 Four age categories - PEW research on gaming technology 18-29 (G1 - younger adults), 30-49 (G2 - middle aged), 50-64 (G3 - older adults), 65+ (G4 - Seniors) Exercise Motivation Inventory-2 (EMI-2, 51 Item, 14 dimensions)(Markland et al., 1999) Image credit Julie Maceyunsplash.com
  • 7. 7 Results Ill Health Avoidance and Health Pressures Significant difference between the groups in these two dimensions Image credit - https://media.defense.gov/2016/Oct/12/2001646678/670/394/0/161008-F-MD915-084.JPG
  • 8. 8 Results Types of Feedback Older adults (50-64), and seniors (65+) preferred step counts, distance travelled and time taken as opposed to calories heart-rate preferred by younger and middle-aged adults Image credit - https://c1.staticflickr.com/4/3873/14589702095_6097ab9d46_b.jpg
  • 9. 9 PA Motivation Older adults (50-64), and seniors (65+) were motivated by the steps completed, distance travelled compared to badges, and progression by younger adults, and calories and progression for middle-aged adults Results Image credit - https://c1.staticflickr.com/4/3873/14589702095_6097ab9d46_b.jpg
  • 10. 10 Continuance of PA Older adults (50-64) preferred goals and distance travelled, Seniors (65+) preferred feedback and progression information, compared to badges and goals and feedback of time taken by younger and middle-aged adults Results Image credit Curtis Macnewton unsplash.com
  • 11. 11 Facilitating Goals for PA While all four age-groups wanted specific goals, distance travelled and challenges were favoured by older adults (50-64) and seniors (65+) Results Image credit Curtis Macnewton unsplash.com
  • 12. 12 Motivational Elements Gamified motivational affordances (Intrinsic elements) Goals, Challenges, Progression, Achievements, Choice/options, Quests, Social sharing Gamified motivational affordances (Extrinsic elements) Badges, Rewards, Points, Incentives, Leaderboards Feedback elements (Quantification elements) Calorie tracker, Step-counters, Distance travelled, Daily notifications, Time spent, Heart rate, Breathing rate, Sleep cycle, Sound inputs, Weight loss indicator, Physical form-checker, Gait/posture- checkerImage credit Curtis Macnewton unsplash.com
  • 13. Age Category Design Guidelines for PA Technology 18-29 Combine goals and progression with a reward system Facilitate accomplishments through challenges Opportunity to earn badges and rewards while reaching goals 30-49 Combine feedback elements with progression and social sharing Provide a platform for achieving long-term goals Visual representation of progression and achievements 50-64 Incorporate daily, weekly and monthly progression elements Provide for benchmarked physical activity markers Autonomy with goal selection and types of feedback 65+ Indicators for progress or improvement Integrate choice of exercise types and intensity Continuous feedback loops providing validation of efforts
  • 14. Tailoring gamification elements to: Address needs and wants of the demographic Provide for customization and personalization Age-differentiated motivational affordances 14 Conclusion
  • 15. 11/2/2017 Dennis L. Kappen 15 .com Thank You dennis.kappen@humber.ca Dont Sit Still Be Active www.gamefulplay.ca @3D_ideation Imagecredit-Scott-Webbunsplash.com

Editor's Notes

  • #2: Good Morning everyone!! Welcome to my presentation on Gamification through the Application of Motivational Affordances for Physical Activity Technology, My coauthors are my supervisors Dr Pejman Mirza Babaei and Dr. Lennart Nacke
  • #3: We can definitely associate ourselves with the iconic character of Jughead from the land of eternal youth..with everlasting youthfulness Participating in a physical activity is often at times challenging ..registering for an exercise routine is tough, and following through on the exercise routines is even tougherlet alone completing it It takes a lot of effort and commitment to initiate, maintain and sustain a physically active lifestyle Can Gamification strategy ..which is using game elements in mundane and boring contexts as Physical Activity be used to help make this journey enjoyable and rewarding
  • #4: I want to present to you three important takeaways from this study which formed an important phase in my PhD research Differences in Motives for participation in physical activity between age-groups Differentiating gamification elements and feedback elements Identifying Age-differentiated guidelines
  • #5: It has been shown that gamified and persuasive systems can be used to motivate people to adopt desirable behavior. Most gamified systems and frameworks have been focused on younger adults with a one-size fits all approach. However, whether gamified systems work and how it can be designed for adults in different age-groups is relatively new and unknown...... Specifically, there is a need to build technology that can be tailored to different age-groups. http://www.hindustantimes.com/health-and-fitness/addicted-to-playing-video-games-you-may-be-avoiding-depression/story-57cJchF6Co4J4D5Y42wlkK.html
  • #6: This led us to two important research questions Are there differences in motivation to participate in PA between adults from different age groups? Does the choice of motivational affordances change with age between the groups?
  • #7: Survey Study was conducted to investigate preferences for Motivational Affordances in different age groups I used the Exercise Motivation Inventory-2 developed by Markland (1999) for this survey. The EMI comprises of 14 dimensions labelled: Stress Management, Revitalization, Enjoyment, challenge, social recognition, affiliation, competition, Health pressures, Ill-health avoidance, Positive health, weight management, appearance, strength and endurance, nimbleness.
  • #8: Within the fourteen dimensions of the Exercise Motivation Inventory, significant differences between groups were seen for the dimensions of Ill Health Avoidance and Health pressures.
  • #9: The second research question in the Survey study was to investigate if preferences of motivational affordances changed between age groups and investigate the motivational affordances for older adults (age 50+) and Seniors (age 65+) compared to younger and middle-aged adults. These were derived from content analysis of long form questions where respondents answered the following five questions: What types of feedback do you look for in an app to help you with PA? Can you suggest attributes in the app that could motivate you to participate in PA? Which attributes in the app that do not motivate (negative attributes) you to participate in PA? Which attributes in the app help facilitate goals for PA? Which attributes which could help you continue to participate in physical activity sessions over a longer period of time? Types of Feedback Older adults (50-64), and seniors (65+) preferred step counts, distance travelled and time taken as opposed to calories heart-rate preferred by younger and middle-aged adults PA Motivation Older adults (50-64), and seniors (65+) were motivated by the steps completed, distance travelled compared to badges, and progression by younger adults, and calories and progression for middle-aged adults
  • #10: The second research question in the Survey study was to investigate if preferences of motivational affordances changed between age groups and investigate the motivational affordances for older adults (age 50+) and Seniors (age 65+) compared to younger and middle-aged adults. These were derived from content analysis of long form questions where respondents answered the following five questions: What types of feedback do you look for in an app to help you with PA? Can you suggest attributes in the app that could motivate you to participate in PA? Which attributes in the app that do not motivate (negative attributes) you to participate in PA? Which attributes in the app help facilitate goals for PA? Which attributes which could help you continue to participate in physical activity sessions over a longer period of time? Types of Feedback Older adults (50-64), and seniors (65+) preferred step counts, distance travelled and time taken as opposed to calories heart-rate preferred by younger and middle-aged adults PA Motivation Older adults (50-64), and seniors (65+) were motivated by the steps completed, distance travelled compared to badges, and progression by younger adults, and calories and progression for middle-aged adults
  • #11: Facilitating Goals for PA While all four age-groups wanted specific goals, distance travelled and challenges were favoured by older adults (50-64) and seniors (65+) Continuance of PA Older adults (50-64) preferred goals and distance travelled, Seniors (65+) preferred feedback and progression information, compared to badges and goals and feedback of time taken by younger and middle-aged adults
  • #12: Facilitating Goals for PA While all four age-groups wanted specific goals, distance travelled and challenges were favoured by older adults (50-64) and seniors (65+) Continuance of PA Older adults (50-64) preferred goals and distance travelled, Seniors (65+) preferred feedback and progression information, compared to badges and goals and feedback of time taken by younger and middle-aged adults
  • #13: We were also able to differentiate motivational elements into Gamification elements and Quantification elements
  • #14: Age Cat Design Guidelines for PA Technology 18-29 Motivation for PA: While fostering intrinsic motivation through affordances like goals and progression, it is also critical to integrate extrinsic motivational affordances like badges and rewards. Facilitating goals for PA: Incorporate accomplishment affordances while fostering challenge within the context of PA Continuance of PA: Provide the opportunity to earn badges and rewards while working towards goals 30-49 Motivation for PA: Incorporate feedback elements like calories and distance travelled while providing daily progression and comparisons with a social circle. Facilitating goals for PA: While integrating a combination of short-term goals/long-term goals, and challenges, provide progression affordance in the form of reaching milestones Continuance of PA: Integrate progression in the form of visual graphs to show progress over time and achievement of goals 50-64 Motivation for PA: While integrating feedback elements like calories and distance travelled to facilitate walking, incorporate weekly progression elements to foster intrinsic motivation. Facilitating goals for PA: Provide the opportunity to achieve goals with provisions for comparison with benchmarked PA markers Continuance of PA: Provide the opportunity to set up goals with feedback on progression 65+ Motivation for PA: Provide monitoring of activities to encourage walking using feedback elements like step-counters and distance metrics while indicating progress or improvement as affordances from a feel-good perspective. Facilitating goals for PA: Integrate simple routines and challenges while providing opportunities to earn badges Continuance of PA: Integrate feedback elements to provide involuntary feedback, praise and improvement
  • #15: In conclusion, tailoring motivational affordances to address the needs and wants of the demographic is important for customization of gamification experiences this study takes us one small step closer to tailoring gamification elements for physical activity technology
  • #16: Thank you for listening and I believe that the Question and answer session is at the end