Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play 2015
DOI: 10.1145/2793107.2810276
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Adaptive Engagement of Older Adults' Fitness through Gamification

Abstract: First and foremost, I take this opportunity to sincerely thank Dr. Lennart E. Nacke, to whom I am deeply indebted for taking the chance on an industrial designer and including me in his interdisciplinary team. I am grateful to him for inspiring me about gamification and giving me the confidence to discover the researcher in me. Despite hectic schedules, I thank him for finding time to encourage, inspire and guide me through this extremely difficult quest of a PhD. I thank him for the gift of forbearance, forti… Show more

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Cited by 11 publications
(10 citation statements)
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References 228 publications
(588 reference statements)
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“…Spirit50 incorporated the following gamification elements: goal definition (quest), daily challenges (sub-goals), goal progression meter, points and badges (stars) as motivational affordances. 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.…”
Section: Methodsmentioning
confidence: 99%
See 3 more Smart Citations
“…Spirit50 incorporated the following gamification elements: goal definition (quest), daily challenges (sub-goals), goal progression meter, points and badges (stars) as motivational affordances. 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.…”
Section: Methodsmentioning
confidence: 99%
“…Setup comprised of a laptop, 53" screen and a Samsung webcam as shown in Figure 1. Participants selected their long-term goals and specific goals (Kappen, 2017), barriers to doing PA and answered questions regarding their health situations. This enabled the gamified application to identify a low, medium or high intensity exercise routine for an 8-week period.…”
Section: Group 1: Spirit50mentioning
confidence: 99%
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“…Many older adults are concerned about maintaining a healthy level of physical activity. The challenges of healthcare can include decreasing strength, reduced mental capacity, social isolation, and the development of chronic health conditions (Kappen, 2015). The implementation of motivating mechanics in game design in production environments by integrating them in the process can be called "gamification".…”
Section: Interactive Gamification For Trainingmentioning
confidence: 99%