Proceedings of the Annual Symposium on Computer-Human Interaction in Play 2017
DOI: 10.1145/3116595.3116604
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Gamification through the Application of Motivational Affordances for Physical Activity Technology

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Cited by 33 publications
(43 citation statements)
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“…While research has shown that gamification facilitates the interjection of motivational affordances into mundane activities as exercise routines (Lister et al, 2014;Kappen et al, 2017), it is critical to investigate the specific types of motivational affordances that foster older adults PA. Different approaches have been taken with regard to the promotion PA for older adults.…”
Section: Gamification and Older Adults Pamentioning
confidence: 99%
“…While research has shown that gamification facilitates the interjection of motivational affordances into mundane activities as exercise routines (Lister et al, 2014;Kappen et al, 2017), it is critical to investigate the specific types of motivational affordances that foster older adults PA. Different approaches have been taken with regard to the promotion PA for older adults.…”
Section: Gamification and Older Adults Pamentioning
confidence: 99%
“…However, whether or not this approach is able to hold the attention of players over the long-term is open to question and thus, the researchers identify this as an opportunity for future research to examine the sustainability of exercise activities. In a different study, Kappen et al (2017) explored the effects of gamified motivational affordances (the properties of an object that determine whether and how it can support one's motivational needs (Zang, 2008)) for facilitating physical activity preferences and found that various age groups are motivated by different kinds of motivational affordances ( Table 3) which consists of both intrinsic and extrinsic elements, as well as feedback elements (Table 4).…”
Section: Gamificationmentioning
confidence: 99%
“…This phase implies acquiring an overall understanding of the characteristics and features relative to the context in which gamification needs to be employed. Gamification has been implemented in online, face to face and mobile applications, related to several domains such as education [9], [10], software engineering [11], retail [12], marketing [13] and physical activity [14]. However, as specified above, designing an implementation of gamification is related to the scenario and its characteristics.…”
Section: Analysis Of the Application Scenariomentioning
confidence: 99%