How Gamification Affects Physical Activity: Large-scale Analysis of Walking Challenges in a Mobile Application.

Ali Shameli, Tim Althoff, Amin Saberi, Jure Leskovec
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引用次数: 58

Abstract

Gamification represents an effective way to incentivize user behavior across a number of computing applications. However, despite the fact that physical activity is essential for a healthy lifestyle, surprisingly little is known about how gamification and in particular competitions shape human physical activity. Here we study how competitions affect physical activity. We focus on walking challenges in a mobile activity tracking application where multiple users compete over who takes the most steps over a predefined number of days. We synthesize our findings in a series of game and app design implications. In particular, we analyze nearly 2,500 physical activity competitions over a period of one year capturing more than 800,000 person days of activity tracking. We observe that during walking competitions, the average user increases physical activity by 23%. Furthermore, there are large increases in activity for both men and women across all ages, and weight status, and even for users that were previously fairly inactive. We also find that the composition of participants greatly affects the dynamics of the game. In particular, if highly unequal participants get matched to each other, then competition suffers and the overall effect on the physical activity drops significantly. Furthermore, competitions with an equal mix of both men and women are more effective in increasing the level of activities. We leverage these insights to develop a statistical model to predict whether or not a competition will be particularly engaging with significant accuracy. Our models can serve as a guideline to help design more engaging competitions that lead to most beneficial behavioral changes.

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游戏化如何影响身体活动:移动应用程序中行走挑战的大规模分析。
游戏化是在许多计算应用程序中激励用户行为的有效方法。然而,尽管体育活动对健康的生活方式至关重要,但令人惊讶的是,人们对游戏化,特别是比赛如何影响人类的体育活动知之甚少。在这里,我们研究竞争如何影响体育活动。我们专注于移动活动跟踪应用程序中的步行挑战,其中多个用户在预定义的天数内竞争谁走的步数最多。我们将这些发现整合到一系列游戏和应用设计中。特别是,我们分析了一年内近2500项体育活动比赛,捕获了超过80万人的活动跟踪。我们观察到,在竞走比赛中,普通用户的体力活动增加了23%。此外,在所有年龄段和体重状况下,男性和女性的活动都有大幅增加,甚至对于以前相当不活跃的用户也是如此。我们还发现,参与者的构成极大地影响了游戏的动态。特别是,如果高度不平等的参与者相互匹配,那么竞争就会受到影响,对身体活动的总体影响也会显著下降。此外,男女人数相等的比赛在提高活动水平方面更有效。我们利用这些见解来开发一个统计模型,以预测竞争是否会特别吸引人,并具有显著的准确性。我们的模型可以作为指导方针,帮助设计更具吸引力的竞赛,从而带来最有益的行为改变。
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