Digital Transformation – From Connecting Things to Transforming Our Lives 2017
DOI: 10.18690/978-961-286-043-1.24
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Personalizing Narratives to Support Motivation for Physical Activity

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Cited by 3 publications
(4 citation statements)
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“…In our study, we tried to avoid this tricky problem by selecting the site near a street corner, but this may not be avoidable in other onsite applications, especially when users have to stand close to the models. For future work to optimize the application, as Haahr (2017) and Korhonen et al (2017) have claimed, the balance between the virtual and the physical world should also be addressed. 4) Attempting to involve the public to continuously use the platform in different environments may also be difficult.…”
Section: Discussionmentioning
confidence: 99%
“…In our study, we tried to avoid this tricky problem by selecting the site near a street corner, but this may not be avoidable in other onsite applications, especially when users have to stand close to the models. For future work to optimize the application, as Haahr (2017) and Korhonen et al (2017) have claimed, the balance between the virtual and the physical world should also be addressed. 4) Attempting to involve the public to continuously use the platform in different environments may also be difficult.…”
Section: Discussionmentioning
confidence: 99%
“…Future improvements include adding gamified elements such as points, challenges, leaderboard, and virtual rewards (Pang et al, 2019;Fonseca et al, 2021) and considering player's preferences as there are contexts where users prefer certain features over others, as in Lindqvist et al (2018) where cooperation, especially among families, was valued over competition. Future work should also focus on addressing the balance between the virtual and the physical world (Haahr, 2017;Korhonen et al, 2017) and linking in-game virtual rewards to actual activity in the physical environment as highlighted in Korhonen, Oduor and Isomursu's (2017) study about Zombies Run! This pilot study outlined how to encourage urban exploration and active mobility through interactive games and is an initial step for a more comprehensive evaluation of community-wide locationbased games.…”
Section: Discussionmentioning
confidence: 99%
“…Such community-wide interventions are effective in increasing levels of mental wellbeing among the physically inactive and in promoting increased levels of physical activity (Coombes and Jones, 2016;Harris, 2018aHarris, , 2018b. Using locative media to move through familiar surroundings can also increase the quality of fun, social interaction, and exploration (Haahr, 2017;Korhonen et al, 2017;Papangelis et al, 2020;Tzima et al, 2021). However, the impact of locative media on physical activity tends to reduce over time (Broom and Flint, 2018) and research suggests that there are limited options or increased barriers for minority populations to play (Hjorth and Richardson, 2017).…”
Section: Introductionmentioning
confidence: 99%
“…Such community-wide interventions are effective in increasing levels of mental wellbeing among the physically inactive and in promoting increased levels of physical activity (Coombes and Jones, 2016;Harris, 2018aHarris, , 2018b. Using locative media to move through familiar surroundings can also increase the quality of fun, social interaction, and exploration (Haahr, 2017;Korhonen et al, 2017;Papangelis et al, 2020;Tzima et al, 2021). However, the impact of locative media on physical activity tends to reduce over time (Broom and Flint, 2018) and research suggests that there are limited options or increased barriers for minority populations to play .…”
Section: Introductionmentioning
confidence: 99%