2020
DOI: 10.24251/hicss.2020.156
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“Who cares about fireworks?” – A Study on Digital Coaching, Gamification and Exercise Motivation

Abstract: Digital coaching systems offer users support in their physical training through insights and advice based on the individual's activity data. Often these systems utilize gamification mechanisms to motivate users. In this study we conduct interviews with digital coaching users to understand how digital coaching systems are used to motivate physical activity, what kind of a role gamification plays, and how digital coaching systems should be developed further to better motivate users. We find that data itself is m… Show more

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Cited by 8 publications
(7 citation statements)
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“…For instance, a typical game is recognized for its capability to occupy and motivate individuals. Furthermore, Helmefalk et al (2020) stressed that while playing games, people usually experience "supremacy, capability, pleasure and involvement", all of which intrinsically motivate individuals and change their behaviours towards a particular task (Kirmizi & Kirmizi, 2015).…”
Section: Motivational Effects Of Gamification Apps In Educationmentioning
confidence: 99%
“…For instance, a typical game is recognized for its capability to occupy and motivate individuals. Furthermore, Helmefalk et al (2020) stressed that while playing games, people usually experience "supremacy, capability, pleasure and involvement", all of which intrinsically motivate individuals and change their behaviours towards a particular task (Kirmizi & Kirmizi, 2015).…”
Section: Motivational Effects Of Gamification Apps In Educationmentioning
confidence: 99%
“…Referring to this framework, one can see that most mainstream applications of gamification, such as the “PBL triad” (points, badges, and leaderboards; Chou, 2015 )—as well as commonly mentioned game elements such as progress markers, achievement-based rewards, and so on—rely mostly on agon ( Sicart, 2014 ; Idone Cassone, 2016 ). There is much room for designing and implementing gamification that takes advantage of the appeal of alea , mimesis , and ilinx , particularly in a way that supports intrinsic motivation ( Helmefalk et al, 2020 ) and promotes innate satisfaction with the activities the gamified service is intended to encourage ( Sicart, 2014 ).…”
Section: Interrogating Gamification For Mental Health and Wellbeingmentioning
confidence: 99%
“…Researchers have suggested that gamification designers could consider incorporating cooperative mechanics ( Helmefalk et al, 2020 ), thereby supporting connections between users. This could be achieved by drawing inspiration from contemporary digital games ( Cheng et al, 2019 ).…”
Section: Developing and Evaluating Gamified Technologies For Mental Hmentioning
confidence: 99%
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