Please use this identifier to cite or link to this item:

Gamification of Older Adults’ Physical Activity: An Eight-Week Study

File Size Format  
paper0149.pdf 477.79 kB Adobe PDF View/Open

Item Summary

Title:Gamification of Older Adults’ Physical Activity: An Eight-Week Study
Authors:Kappen, Dennis
Mirza-Babaei, Pejman
Nacke, Lennart
gamification, motivation, motivational affordances, physical activity, user experience design
Date Issued:03 Jan 2018
Abstract:Designing fitness programs to combat a sedentary lifestyle and foster older adults’ motivation and goal-setting is not yet well-understood beyond point-based systems. To improve older adults’ (over 50 years) health and wellness, we studied a gamified physical activity intervention over eight weeks in an experiment (N=30) with three conditions (gamified, non-gamified, control). Our qualitative analysis showed the gamified group exhibited more engagement and interest in performing physical activity facilitated by technology. Results from our quantitative analysis indicated significance in the perceived competence dimension compared to the non-gamified and the control group. Perceived autonomy was significant for the non-gamified group against the control group. The findings from qualitative and quantitative analysis show motivation, enjoyment, and engagement were higher in the gam-ified group. This provides support for successfully facilitating older adults’ physical activity through gamified technology, which helped us create guide-lines for older adults’ adaptive engagement.
Pages/Duration:10 pages
Rights:Attribution-NonCommercial-NoDerivatives 4.0 International
Appears in Collections: Gamification

Please email if you need this content in ADA-compliant format.

This item is licensed under a Creative Commons License Creative Commons