Gamification of Older Adults’ Physical Activity: An Eight-Week Study Kappen, Dennis Mirza-Babaei, Pejman Nacke, Lennart 2017-12-28T00:45:53Z 2017-12-28T00:45:53Z 2018-01-03
dc.description.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.
dc.format.extent 10 pages
dc.identifier.doi 10.24251/HICSS.2018.149
dc.identifier.isbn 978-0-9981331-1-9
dc.language.iso eng
dc.relation.ispartof Proceedings of the 51st Hawaii International Conference on System Sciences
dc.rights Attribution-NonCommercial-NoDerivatives 4.0 International
dc.subject Gamification
dc.subject gamification, motivation, motivational affordances, physical activity, user experience design
dc.title Gamification of Older Adults’ Physical Activity: An Eight-Week Study
dc.type Conference Paper
dc.type.dcmi Text
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