2021
DOI: 10.24251/hicss.2021.162
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Gamification in Nutrition Apps – Users’ Gamification Element Preferences: A Best-Worst-Scaling Approach

Abstract: An unhealthy diet has become a leading risk factor for many diseases. The use of gamification elements (GEs) in nutrition apps offers a promising approach to change the eating habit. But, the design of GEs is often insufficient, leading to low user retention. Hence, the consideration of the underlying context and the target users' preferences is essential. By conducting a survey with 220 possible users following the best-worst-scaling method, we found that goals, performance graphs, progress bars, rewards, and… Show more

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Cited by 6 publications
(10 citation statements)
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References 44 publications
(90 reference statements)
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“…The stream of literature that is closest to our study consists of studies that have explicitly investigated users' GDE preferences linked to an application context but independent of specific systems or user groups. To the best of our knowledge, three such studies exist: in the contexts of PA (Schmidt-Kraepelin et al, 2019a), nutrition (Berger & Jung, 2021), and learning management systems (Schöbel et al, 2016). However, given the context-sensitivity of gamification (Koivisto & Hamari, 2019;Nacke & Deterding, 2017) and the peculiarities of the mindfulness context, the results of these studies are unlikely transferable.…”
Section: Users' Game Design Element Preferencesmentioning
confidence: 99%
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“…The stream of literature that is closest to our study consists of studies that have explicitly investigated users' GDE preferences linked to an application context but independent of specific systems or user groups. To the best of our knowledge, three such studies exist: in the contexts of PA (Schmidt-Kraepelin et al, 2019a), nutrition (Berger & Jung, 2021), and learning management systems (Schöbel et al, 2016). However, given the context-sensitivity of gamification (Koivisto & Hamari, 2019;Nacke & Deterding, 2017) and the peculiarities of the mindfulness context, the results of these studies are unlikely transferable.…”
Section: Users' Game Design Element Preferencesmentioning
confidence: 99%
“…In line with extant research on GDE preferences (Berger & Jung, 2021;Schmidt-Kraepelin et al, 2019a;Schöbel et al, 2016), we conducted a scenario-based online survey informed by the BWS approach to elicit 1 http://dx.doi.org/10.13140/RG.2.2.15914.29122 users' GDE preferences in MAs. In doing so, we aimed to make our findings comparable and contribute to discussions on the context-sensitivity of gamification.…”
Section: Best-worst-scaling Approachmentioning
confidence: 99%
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“…Designers should not blindly copy gamification elements commonly used on mobile phones onto smartwatches. Moreover, users have different preferences for gamification elements in different contexts [1]. Therefore, how should designers better apply gamification to fitness applications on smartwatches and what gamification elements should be adopted to attract different kinds of users?…”
Section: Introductionmentioning
confidence: 99%