Proceedings of the Annual Symposium on Computer-Human Interaction in Play 2020
DOI: 10.1145/3410404.3414258
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A Review of Gamified Fitness Tracker Apps and Future Directions

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Cited by 14 publications
(17 citation statements)
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“…The quantitative process involved systematically identifying apps and games for review, gathering app store stats about their performance and popularity, recording the presence of different game elements using a codebook (see Table 1), and using network analysis to identify gaps in the design space by visualizing co-occurrence and clustering patterns of game elements. We have presented part of this research previously [15]. We describe the methods used here for the sake of completeness, though some details are left to the conference paper.…”
Section: Methodsmentioning
confidence: 99%
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“…The quantitative process involved systematically identifying apps and games for review, gathering app store stats about their performance and popularity, recording the presence of different game elements using a codebook (see Table 1), and using network analysis to identify gaps in the design space by visualizing co-occurrence and clustering patterns of game elements. We have presented part of this research previously [15]. We describe the methods used here for the sake of completeness, though some details are left to the conference paper.…”
Section: Methodsmentioning
confidence: 99%
“…Another limitation of the study is that it did not look into other app categories apart from the "Health and Fitness", as in an ideal world, apps related to encouraging fitness would be in this category, but, in real life, apps are often miscategorized [25]. Our previous work [15] filled some of these gaps for step-counter based apps. Specifically, we extended the work of Cotton and Patel, and performed a more thorough systematic review of all step-counter apps by adding game elements missed by this framework and including apps and games from other app store categories as well.…”
Section: Previous Workmentioning
confidence: 99%
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