Proceedings of the 51st Hawaii International Conference on System Sciences 2018
DOI: 10.24251/hicss.2018.149
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Gamification of Older Adults’ Physical Activity: An Eight-Week Study

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Cited by 34 publications
(35 citation statements)
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“…Pedometers was used as a non-gamified second type of PA intervention (Kappen, 2017;Kappen et al, 2019). We acknowledge that our prior publication (Kappen et al, 2018) was presented as a summary paper of the same mixed-method study which incorporated quantitative measures and collected interview data over an 8week period. GT method was used to analyse the interview data in our prior publication (Kappen et al, 2018) which focused on summarizing the quantitative and qualitative data.…”
Section: Methodsmentioning
confidence: 99%
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“…Pedometers was used as a non-gamified second type of PA intervention (Kappen, 2017;Kappen et al, 2019). We acknowledge that our prior publication (Kappen et al, 2018) was presented as a summary paper of the same mixed-method study which incorporated quantitative measures and collected interview data over an 8week period. GT method was used to analyse the interview data in our prior publication (Kappen et al, 2018) which focused on summarizing the quantitative and qualitative data.…”
Section: Methodsmentioning
confidence: 99%
“…While research has explored older adults PA and motivation, to the best of our knowledge, there is limited research with the application of gamification elements or motivational affordances over longer durations. Prior analysis of interview data from the 8-week study using grounded theory (GT) resulted in A Theory of Motivational Affordances for Older Adults' (Kappen et al, 2018). This theory posited the relevance of intrinsic, extrinsic and feedback affordances to facilitate PA in older adults to sustain engagement in PA over longer periods of time.…”
Section: Introductionmentioning
confidence: 99%
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“…Gamification refers to playful experiences that aim to motivate individuals in performing certain tasks by making them feel in control and aware of their abilities (Jessen 2016). Gamification is mostly used for behaviour change purposes (Cugelman 2013;Larsen et al 2013;Edwards et al 2016;Johnson et al 2016;Fleming et al 2017), not least for older adults to become more physically active (Barden et al 2013;Larsen et al 2013;Sailer et al 2014;Boot et al 2016;Skjaeret-Maroni et al 2016;Kappen et al 2018). Previous studies show that gamification of exercise engages participants and may lead to behavioural change in the short term (Larsen et al 2013;Edwards et al 2016;Skjaeret-Maroni et al 2016;Lee et al 2018).…”
Section: Playful Exercisementioning
confidence: 99%
“…Shi and Cristea (2016) similarly investigated the gamification of e-learning with points, leaderboards, chat functions, and choice of lesson topics to pursue versus no gamification. Kappen, Mirza-Babaei, and Nacke (2018) gamified exercise for older adults and allowed for custom fitness goalsetting, achievements, and challenges compared to a group with just a pedometer and a group with no intervention. Ortiz-Rojas, Chiluiza, and Valcke (2017) measured reactions to a gamified computer programming course, offering badges and points for completed assignments as opposed to a control group with no gamification.…”
Section: Yearmentioning
confidence: 99%