Proceedings of the Second International Symposium of Chinese CHI 2014
DOI: 10.1145/2592235.2592240
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HealthyTogether

Abstract: A crucial element in many mobile fitness applications is gamification that makes physical activities fun. While many methods focus on competition and individual users' interaction with the game, the aspect of social interaction and how users play games together in a group remains an open subject. To investigate these issues, we developed a mobile game, HealthyTogether, to understand how users interact in different group gamification settings: competition, cooperation, or hybrid. We describe the results of a us… Show more

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Cited by 136 publications
(46 citation statements)
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“…Foster, Linehan, Kirman, Lawson, and James (2010) have examined sharing activity data via social media and have suggested the positive impact of friendly competitive interventions in the workplace. Similarly, HealthyTogether uses cooperatively set goals to facilitate fitness-goal commitment and stimulate more physical activity in group settings (Chen & Pu, 2014). Although personal health informatics have become increasingly common in everyday life, it is still a challenge to incorporate a health informatics system into a daily routine or a busy work schedule without causing any interruption of work or an undue mental burden (Chung, Jensen, Shklovski, & Munson, 2017;Gorm & Shklovski, 2016).…”
Section: Technology For Workplace Fitness Promotionmentioning
confidence: 99%
“…Foster, Linehan, Kirman, Lawson, and James (2010) have examined sharing activity data via social media and have suggested the positive impact of friendly competitive interventions in the workplace. Similarly, HealthyTogether uses cooperatively set goals to facilitate fitness-goal commitment and stimulate more physical activity in group settings (Chen & Pu, 2014). Although personal health informatics have become increasingly common in everyday life, it is still a challenge to incorporate a health informatics system into a daily routine or a busy work schedule without causing any interruption of work or an undue mental burden (Chung, Jensen, Shklovski, & Munson, 2017;Gorm & Shklovski, 2016).…”
Section: Technology For Workplace Fitness Promotionmentioning
confidence: 99%
“…They found that the gamified app, which provided users with feedback on their calories burned, personal progress, and ranking, resulted in a change in participants’ attitudes toward physical activity as well as an increase in their daily step count. Chen and Pu 28 investigated the effectiveness of three gamification strategies (competition, cooperation, and a hybrid of both) in a mobile app called HealthyTogether . The app was connected to a Fitbit tracker that logged the number of daily steps and stairs taken.…”
Section: Related Workmentioning
confidence: 99%
“…A comparative study by Chen and Pu [8] has identified that designs encouraging cooperative rather than competitive behaviours might be more successful in motivating increased activity. Chick Clique [29] shares a group step count average, and allows messaging of encouragement to those users who are lagging behind.…”
Section: Social Aspects Of Activity Tracking Systemsmentioning
confidence: 99%
“…Design recommendations suggest that apps enforce positive behaviour rather than punishments [8], and to experiment with designs that take nuanced treatments of competitive or cooperative elements [26]. Stickers for Steps is usable by a single participant, and there is no explicitly competitive component.…”
Section: Stickers For Stepsmentioning
confidence: 99%
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