HealthyTogether: exploring social incentives for mobile fitness applications

Yu Chen, P. Pu
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引用次数: 180

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 user study involving 18 dyads (N=36) over a period of two weeks. Results show that users significantly enhanced physical activities using HealthyTogether compared with when they exercised alone by up to 15%. Among the group settings, cooperation (21% increase) and hybrid (18% increase) outperformed competition (8% increase). Additionally, users sent significantly more messages in cooperation setting than hybrid and competition. Furthermore, physical activities are positively correlated with the number of messages they exchanged. Based on the findings, we derive design implications for practitioners.
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HealthyTogether:探索移动健身应用的社会激励机制
许多移动健身应用的一个关键元素是游戏化,使体育活动变得有趣。虽然许多方法关注的是竞争和个人用户与游戏的互动,但社交互动以及用户如何在团队中一起玩游戏仍然是一个开放的主题。为了调查这些问题,我们开发了一款手机游戏《HealthyTogether》,以了解用户在不同的群体游戏化环境中是如何互动的:竞争、合作还是混合。我们描述了一项涉及18对(N=36)在两周内进行的用户研究的结果。结果显示,与单独锻炼相比,使用HealthyTogether的用户显著增加了体力活动,最多可增加15%。在分组设置中,合作(增加21%)和混合(增加18%)的表现优于竞争(增加8%)。此外,用户在合作模式下发送的信息明显多于混合模式和竞争模式。此外,身体活动与他们交换的信息数量呈正相关。基于这些发现,我们得出了对实践者的设计启示。
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