User requirements for gamifying sports software

Konstantinos Giannakis, K. Chorianopoulos, M. L. Jaccheri
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引用次数: 17

Abstract

Sports tracking software for casual exercising has become popular with smart phone users who are concerned about their health and fitness. Nevertheless, there is limited research on the user requirements for sports tracking software, which needs to be fun and easy to use in order to appeal to a broad set of users. For this purpose, we employed a four-week long experiment with five users who were asked to perform multiple workouts with two levels of gamification. The first treatment stands for “no gamification” and the second treatment provided rich visual feedback, such as speed, distance, elapsed time, map. At the end of the experiment, we asked users to describe the devices. Both devices included GPS sensor, so we also measured the distance covered for each one of the workouts. We found that augmented feedback from mobile self-tracking devices can promote working out, but there is also a trade-off of increased anxiety and disorientation. Thus, we suggest that sports tracking software should be modest about how much and what type of visual information it provides to the user. In particular, we found that the only piece of visual information that had an impact on performance was average speed, which indicates a connection with gamication. Further research should consider additional levels of gamification beyond score, such as graphics, sociability, rules.
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用户对游戏化体育软件的需求
休闲运动的运动追踪软件在关注健康和健身的智能手机用户中很受欢迎。然而,对于运动跟踪软件的用户需求的研究有限,需要有趣和易于使用,以吸引广泛的用户。为此,我们对5名用户进行了为期四周的实验,要求他们在两种游戏化水平下进行多次锻炼。第一种方法代表“无游戏化”,第二种方法提供丰富的视觉反馈,如速度、距离、经过的时间和地图。在实验结束时,我们要求用户描述这些设备。这两款设备都装有GPS传感器,因此我们还测量了每次锻炼所走的距离。我们发现,来自移动自我跟踪设备的增强反馈可以促进锻炼,但同时也会增加焦虑和迷失方向。因此,我们建议运动追踪软件应该对它提供给用户的视觉信息的数量和类型保持适度。特别是,我们发现唯一对表现有影响的视觉信息是平均速度,这表明与游戏有关。进一步的研究应该考虑分数之外的游戏化水平,如图像、社交性和规则。
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