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运动类应用中的游戏化:有哪些游戏化功能正在被使用,由谁使用,以及它是否有区别?

Gamification in a Physical Activity App: What Gamification Features Are Being Used, by Whom, and Does It Make a Difference?

机构信息

UniSA Allied Health and Human Performance, Alliance for Research in Exercise, Nutrition and Activity, University of South Australia, Adelaide, Australia.

Physical Activity Research Group, Appleton Institute, Central Queensland University, Rockhampton, Australia.

出版信息

Games Health J. 2022 Jun;11(3):193-199. doi: 10.1089/g4h.2021.0207. Epub 2022 May 2.

DOI:10.1089/g4h.2021.0207
PMID:35501981
Abstract

Gamification is purported to enhance engagement with health behavior apps, ultimately improving their effectiveness. This study aimed to examine (1) whether the inclusion of gamification features in a physical activity smartphone app was associated with improved app usage and goal adherence, describe (2) use of the gamification features, and (3) by whom, and determine (4) whether engagement was associated with increased physical activity. Data from community-dwelling adult participants (mean age 42.1 years, standard deviation [SD 11.9], 74% female) in the gamified ( = 134) and nongamified ( = 155) conditions from a three-group randomized controlled trial were analyzed. Physical activity was assessed at baseline and 9 months using a survey and accelerometers. App usage (number of days steps were logged), goal adherence (number of days step count was ≥10,000), and behavioral engagement with gamification features were obtained from server logs. Multilevel modeling was used to examine the study aims. Participants who received the gamified app showed more days of usage than those who received the nongamified app ( = 113 days [SD 88] vs.  = 81 days [SD 54],  = 0.006), whereas goal adherence did not differ between groups. The leaderboard and "status" gamification features were the most frequently used gamification features ( = 83 [SD 114] and  = 50 [SD 67] views, respectively). Older age ( = 0.008) and lower body mass index ( = 0.004) were associated with more status views. Participants who reported higher stress symptoms sent more gifts ( = 0.04). The use of gamification features was associated with increased physical activity ( = 0.04). The gamified app was used substantially longer than the nongamified app. Use of gamification features was positively associated with change in physical activity. Leaderboards promoting social comparison may be a promising form of gamification. Research on different forms of gamification is warranted.

摘要

游戏化据称可以提高健康行为应用程序的参与度,从而最终提高其效果。本研究旨在检验:(1) 在一款智能手机应用程序中加入游戏化功能是否与改善应用程序使用和目标遵守有关,(2) 描述使用游戏化功能的情况,包括使用了哪些功能,以及由谁使用,(3) 确定参与度是否与增加身体活动有关。本研究分析了来自一项三组成组随机对照试验的社区居住成年参与者(平均年龄 42.1 岁,标准差 [SD] 11.9,74%为女性)的数据,这些参与者被随机分配到游戏化( = 134)和非游戏化( = 155)条件。使用问卷调查和加速度计在基线和 9 个月时评估身体活动。从服务器日志中获得应用程序使用情况(记录步数的天数)、目标遵守情况(步数达到 10,000 步的天数)以及对游戏化功能的行为参与度。使用多层建模来检验研究目的。与接受非游戏化应用程序的参与者相比,接受游戏化应用程序的参与者使用的天数更多( = 113 天 [SD 88] 与  = 81 天 [SD 54], = 0.006),而两组之间的目标遵守情况没有差异。排行榜和“状态”游戏化功能是使用最频繁的游戏化功能( = 83 [SD 114] 和  = 50 [SD 67] 次视图,分别)。年龄较大( = 0.008)和较低的体重指数( = 0.004)与更多的“状态”视图相关。报告压力症状较高的参与者发送了更多礼物( = 0.04)。使用游戏化功能与身体活动增加相关( = 0.04)。游戏化应用程序的使用时间明显长于非游戏化应用程序。使用游戏化功能与身体活动的变化呈正相关。促进社会比较的排行榜可能是一种很有前途的游戏化形式。有必要对不同形式的游戏化进行研究。

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