The Relationships between Different Forms of Gamification and User Experience: A Study in the Context of Elderly Well-being Applications

dc.contributor.authorZhang, Yanping
dc.contributor.authorXi, Nannan
dc.contributor.authorLiang, Changyong
dc.contributor.authorHamari, Juho
dc.date.accessioned2023-12-26T18:40:18Z
dc.date.available2023-12-26T18:40:18Z
dc.date.issued2024-01-03
dc.identifier.doihttps://doi.org/10.24251/HICSS.2024.410
dc.identifier.isbn978-0-9981331-7-1
dc.identifier.otherdc9c87eb-9036-4d9e-aa49-c62f523f267f
dc.identifier.urihttps://hdl.handle.net/10125/106793
dc.language.isoeng
dc.relation.ispartofProceedings of the 57th Hawaii International Conference on System Sciences
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectDigital Innovations for the Aging Society
dc.subjectexercise
dc.subjectgame
dc.subjectgameful experience
dc.subjecthealth
dc.subjectmobile application
dc.titleThe Relationships between Different Forms of Gamification and User Experience: A Study in the Context of Elderly Well-being Applications
dc.typeConference Paper
dc.type.dcmiText
dcterms.abstractAging society is a global challenge. With its persuasive and engaging advantages, gamification is perceived as a potential approach to promote well-being for the elderly. This research seeks to address two extant caveats in the field. Firstly, there is a dearth of research investigating what types of gamification design may differently give rise to a variety of user experiences. Secondly, there is a paucity of research investigating gamification in the context of well-being for the elderly as unexpected audiences of game-based applications. Therefore, this study explores the relationships between gamification design types and the elderly’s user experience (i.e., comfort, engagement, stimulation, dependability, perspicuity, novelty, sociality, and immersion) in the context of health applications using an offline experiment (N = 372). The results show that achievement-oriented gamification had a significantly positive association with engagement, dependability, novelty, and stimulation; social-oriented gamification had significantly positive association with all the dimensions of user experience except for perspicuity and immersion; and immersion-oriented gamification had a significantly positively association with comfort, immersion, engagement, novelty and stimulation.
dcterms.extent10 pages
prism.startingpage3395

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