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使用游戏化和持续玩家建模的个性化健身推荐系统的效果:系统设计与长期验证研究

Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study.

作者信息

Zhao Zhao, Arya Ali, Orji Rita, Chan Gerry

机构信息

Institute of Communication, Culture, Information and Technology, University of Toronto Mississauga, Mississauga, ON, Canada.

School of Information Technology, Carleton University, Ottawa, ON, Canada.

出版信息

JMIR Serious Games. 2020 Nov 17;8(4):e19968. doi: 10.2196/19968.

Abstract

BACKGROUND

Gamification and persuasive games are effective tools to motivate behavior change, particularly to promote daily physical activities. On the one hand, studies have suggested that a one-size-fits-all approach does not work well for persuasive game design. On the other hand, player modeling and recommender systems are increasingly used for personalizing content. However, there are few existing studies on how to build comprehensive player models for personalizing gamified systems, recommending daily physical activities, or the long-term effectiveness of such gamified exercise-promoting systems.

OBJECTIVE

This paper aims to introduce a gamified, 24/7 fitness assistant system that provides personalized recommendations and generates gamified content targeted at individual users to bridge the aforementioned gaps. This research aims to investigate how to design gamified physical activity interventions to achieve long-term engagement.

METHODS

We proposed a comprehensive model for gamified fitness recommender systems that uses detailed and dynamic player modeling and wearable-based tracking to provide personalized game features and activity recommendations. Data were collected from 40 participants (23 men and 17 women) who participated in a long-term investigation on the effectiveness of our recommender system that gradually establishes and updates an individual player model (for each unique user) over a period of 60 days.

RESULTS

Our results showed the feasibility and effectiveness of the proposed system, particularly for generating personalized exercise recommendations using player modeling. There was a statistically significant difference among the 3 groups (full, personalized, and gamified) for overall motivation (F=22.49; P<.001), satisfaction (F=22.12; P<.001), and preference (F=15.0; P<.001), suggesting that both gamification and personalization have positive effects on the levels of motivation, satisfaction, and preference. Furthermore, qualitative results revealed that a customized storyline was the most requested feature, followed by a multiplayer mode, more quality recommendations, a feature for setting and tracking fitness goals, and more location-based features.

CONCLUSIONS

On the basis of these results and drawing from the gamer modeling literature, we conclude that personalizing recommendations using player modeling and gamification can improve participants' engagement and motivation toward fitness activities over time.

摘要

背景

游戏化和说服性游戏是促使行为改变的有效工具,尤其有助于促进日常体育活动。一方面,研究表明一刀切的方法在说服性游戏设计中效果不佳。另一方面,玩家建模和推荐系统越来越多地用于内容个性化。然而,关于如何构建全面的玩家模型以实现游戏化系统的个性化、推荐日常体育活动,或者此类促进锻炼的游戏化系统的长期有效性,现有研究较少。

目的

本文旨在介绍一个全天候的游戏化健身辅助系统,该系统提供个性化推荐并生成针对个体用户的游戏化内容,以弥补上述差距。本研究旨在探讨如何设计游戏化的体育活动干预措施以实现长期参与度。

方法

我们为游戏化健身推荐系统提出了一个综合模型,该模型使用详细的动态玩家建模和基于可穿戴设备的跟踪来提供个性化游戏功能和活动推荐。数据收集自40名参与者(23名男性和17名女性),他们参与了一项关于我们推荐系统有效性的长期调查,该系统在60天内逐步建立并更新个体玩家模型(针对每个独特用户)。

结果

我们的结果表明了所提出系统的可行性和有效性,特别是在使用玩家建模生成个性化锻炼推荐方面。三组(完整组、个性化组和游戏化组)在总体动机(F = 22.49;P <.001)、满意度(F = 22.12;P <.001)和偏好(F = 15.0;P <.001)方面存在统计学上的显著差异,这表明游戏化和个性化对动机、满意度和偏好水平都有积极影响。此外,定性结果显示,定制故事情节是最受欢迎的功能,其次是多人模式、更多高质量推荐、设置和跟踪健身目标的功能以及更多基于位置的功能。

结论

基于这些结果并借鉴游戏玩家建模文献,我们得出结论,随着时间的推移,使用玩家建模和游戏化进行个性化推荐可以提高参与者对健身活动的参与度和积极性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9b2e/7708084/50845c61df7e/games_v8i4e19968_fig1.jpg

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