Author(s):
- Inje Cho
- Kyriaki Kaplanidou
- Shintaro Sato
Abstract:
Recently, gamified wearable fitness trackers have received greater attention and usage among sport consumers. Although a moderate amount of aerobic physical activity can significantly reduce the risk of many serious illnesses, physical inactivity issues are still prominent. Although wearable fitness trackers have the potential to contribute to physical activity engagement and sustainable health outcomes, there are dwindling engagement and discontinuance issues. Thus, examining its gamification elements and role in physical activity becomes critical. This study examined the gamification elements in wearable fitness trackers and their role in physical activity and sports engagement. A comprehensive literature review yielded 26 articles that empirically measured a variety of gamification features and the effect of the device on physical activity and sports engagement. The study suggests three key gamification themes: goal-based, social-based, and rewards-based gamification that can be a point of interest for future scholars and practitioners. Based on the review, we propose a conceptual framework that embraces motivational affordances and engagement in physical activity and sports.
Documentation:
https://doi.org/10.3390/su13137017
References:
- U.S. Department of Health and Human Services. 2018 Physical Activity Guidelines Advisory Committee Scientific Report. Available online: https://health.gov/sites/default/files/2019-09/PAG_Advisory_Committee_Report.pdf (accessed on 3 February 2020).
- The Centers for Disease Control and Prevention. 2008 Physical Activity Guidelines for Americans. Available online: https://www.cdc.gov/physicalactivity/downloads/trends-in-the-prevalence-of-physical-activity-508.pdf (accessed on 17 March 2020).
- Baker, B.J.; Zhou, X.; Pizzo, A.D.; Du, J.; Funk, D.C. Collaborative self-study: Lessons from a study of wearable fitness technology and physical activity. Sport Manag. Rev. 2017, 20, 114–127. [Google Scholar] [CrossRef]
- Santini, S.; Galassi, F.; Kropf, J.; Stara, V.A. Digital coach promoting healthy aging among older adults in transition to retirement: Results from a qualitative study in Italy. Sustainability 2020, 12, 7400. [Google Scholar] [CrossRef]
- Wurmser, Y. Wearables 2019. Advanced Wearables Pick Up Pace as Fitness Trackers Slow. eMarketers.com. 2019. Available online: https://www.emarketer.com/content/wearables-2019 (accessed on 3 January 2019).
- Kundinger, T.; Sofra, N.; Riener, A. Assessment of the potential of wrist-worn wearable sensors for driver drowsiness detection. Sensors 2020, 20, 1029. [Google Scholar] [CrossRef] [PubMed]
- Kerner, C.; Goodyear, V.A. The motivational impact of wearable healthy lifestyle technologies: A self-determination perspective on Fitbits with adolescents. Am. J. Health Educ. 2017, 48, 287–297. [Google Scholar] [CrossRef]
- Lee, J.; Kim, D.; Ryoo, H.Y.; Shin, B.S. Sustainable wearables: Wearable technology for enhancing the quality of human life. Sustainability 2016, 8, 466. [Google Scholar] [CrossRef]
- Zhao, Z.; Etemad, S.A.; Arya, A. Gamification of exercise and fitness using wearable activity trackers. In Proceedings of the 10th International Symposium on Computer Science in Sports (ISCSS); Springer: Cham, Switzerland, 2016; pp. 233–240. [Google Scholar] [CrossRef]
- Ledger, D.; MacCaffrey, D. Inside Wearables: How the Science of Human Behavior Change Offers the Secret to Long-Term Engagement. Available online: https://medium.com/@endeavourprtnrs/inside-wearable-how-the-science-of-human-behavior-change-offers-the-secret-to-long-term-engagement-a15b3c7d4cf3 (accessed on 21 April 2014).
- Deterding, S.; Dixon, D.; Khaled, R.; Nacke, L. From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference on Envisioning Future Media Environments; ACM: New York, NY, USA, 2011; pp. 9–15. [Google Scholar] [CrossRef]
- Kappen, D.L.; Mirza-Babaei, P.; Nacke, L.E. Gamification through the application of motivational affordances for physical activity technology. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play; ACM: New York, NY, USA, 2017; pp. 5–18. [Google Scholar] [CrossRef]
- McCallum, S. Gamification and serious games for personalized health. In PHealth 2012; Blobel, B., Pharow, P., Sousa, F., Eds.; IOS Press BV: Amsterdam, The Netherlands, 2012; pp. 85–96. [Google Scholar] [CrossRef]
- Zuckerman, O.; Gal-Oz, A. Deconstructing gamification: Evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity. Pers. Ubiquitous Comput. 2014, 18, 1705–1719. [Google Scholar] [CrossRef]
- Biddle, S.J.; Mutrie, N.; Gorely, T.; Faulkner, G. Psychology of Physical Activity: Determinants, Well-Being and Interventions, 4th ed.; Routledge: New York, NY, USA, 2021. [Google Scholar] [CrossRef]
- Henriksen, A.; Mikalsen, M.H.; Woldaregay, A.Z.; Muzny, M.; Hartvigsen, G.; Hopstock, L.A.; Grimsgaard, S. Using fitness trackers and smartwatches to measure physical activity in research: Analysis of consumer wrist-worn wearables. J. Med. Int. Res. 2018, 20, e110. [Google Scholar] [CrossRef]
- Pizzo, A.D.; Baker, B.J.; Jones, G.J.; Funk, D.C. Sport experience design: Wearable fitness technology in the health and fitness industry. J. Sport Manag. 2021, 35, 130–143. [Google Scholar] [CrossRef]
- Huizinga, J. Homo Ludens: A Study of the Play-Element in Our Culture; Routledge & Kegan Paul: London, UK, 1949. [Google Scholar]
- Caillois, R. Man, Play, and Games; University of Illinois Press: Chicago, IL, USA, 2001. [Google Scholar]
- Johnson, D.; Deterding, S.; Kuhn, K.A.; Staneva, A.; Stoyanov, S.; Hides, L. Gamification for health and wellbeing: A systematic review of the literature. Int. Interv. 2016, 6, 89–106. [Google Scholar] [CrossRef]
- Sardi, L.; Idri, A.; Fernández-Alemán, J.L. A systematic review of gamification in e-Health. J. Biomed. Inform. 2017, 71, 31–48. [Google Scholar] [CrossRef]
- Hamari, J.; Koivisto, J.; Sarsa, H. Does gamification work?—A literature review of empirical studies on gamification. In Proceedings of the 2014 47th Hawaii International Conference on System Sciences, Waikoloa, HI, USA, 6–9 January 2014; pp. 3025–3034. [Google Scholar] [CrossRef]
- Deci, E.L.; Ryan, R.M. The general causality orientations scale: Self-determination in personality. J. Res. Pers. 1985, 19, 109–134. [Google Scholar] [CrossRef]
- Richter, G.; Raban, D.R.; Rafaeli, S. Studying gamification: The effect of rewards and incentives on motivation. In Gamification in Education and Business; Springer: Cham, Switzerland, 2015; pp. 21–46. [Google Scholar] [CrossRef]
- Kappen, D.L.; Nacke, L.E. The kaleidoscope of effective gamification: Deconstructing gamification in business applications. In Proceedings of the First International Conference on Gameful Design, Research, and Applications; Association for Computing Machinery: New York, NY, USA, 2013; pp. 119–122. [Google Scholar] [CrossRef]
- Nicholson, S. A RECIPE for meaningful gamification. In Gamification in Education and Business; Reiners, T., Wood, L.C., Eds.; Springer: New York, NY, USA, 2015; pp. 1–20. [Google Scholar] [CrossRef]
- Nicholson, S. Two paths to motivation through game design elements: Reward-based gamification and meaningful gamification. In iConference 2013 Proceedings; iSchools: Fort Worth, TX, USA, 2013; pp. 671–672. [Google Scholar] [CrossRef]
- Ahn, S.J.; Johnsen, K.; Ball, C. Points-based reward systems in gamification impact children’s physical activity strategies and psychological needs. Health Educ. Behav. 2019, 46, 417–425. [Google Scholar] [CrossRef]
- Altmeyer, M.; Lessel, P.; Sander, T.; Krüger, A. Extending a gamified mobile app with a public display to encourage walking. In Proceedings of the 22nd International Academic Mindtrek Conference; ACM: New York, NY, USA, 2018; pp. 20–29. [Google Scholar] [CrossRef]
- Buchem, I.; Merceron, A.; Kreutel, J.; Haesner, M.; Steinert, A. Gamification designs in wearable enhanced learning for healthy ageing. In 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL); IEEE: Thessaloniki, Greece, 2015; pp. 9–15. [Google Scholar] [CrossRef]
- Chen, X.S.; Changolkar, S.; Navathe, A.S.; Linn, K.A.; Reh, G.; Szwartz, G.; Patel, M.S. Association between behavioral phenotypes and response to a physical activity intervention using gamification and social incentives: Secondary analysis of the STEP UP randomized clinical trial. PLoS ONE 2020, 15, e0239288. [Google Scholar] [CrossRef]
- Chen, Y.; Pu, P. HealthyTogether: Exploring social incentives for mobile fitness applications. In Proceedings of the Second International Symposium of Chinese Chi; ACM: New York, NY, USA, 2014; pp. 25–34. [Google Scholar] [CrossRef]
- Chung, A.E.; Skinner, A.C.; Hasty, S.E.; Perrin, E.M. Tweeting to health: A novel mHealth intervention using Fitbits and Twitter to foster healthy lifestyles. Clin. Ped. 2017, 56, 26–32. [Google Scholar] [CrossRef]
- Corepal, R.; Best, P.; O’Neill, R.; Tully, M.A.; Edwards, M.; Jago, R.; Hunter, R.F. Exploring the use of a gamified intervention for encouraging physical activity in adolescents: A qualitative longitudinal study in Northern Ireland. BMJ Open 2018, 8, e019663. [Google Scholar] [CrossRef]
- Edney, S.; Ryan, J.C.; Olds, T.; Monroe, C.; Fraysse, F.; Vandelanotte, C.; Maher, C. User engagement and attrition in an app-based physical activity intervention: Secondary analysis of a randomized controlled trial. J. Med. Int. Res. 2019, 21, e14645. [Google Scholar] [CrossRef] [PubMed]
- Fritz, T.; Huang, E.M.; Murphy, G.C.; Zimmermann, T. Persuasive technology in the real world: A study of long-term use of activity sensing devices for fitness. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems; ACM: Toronto, ON, Canada, 2014; pp. 487–496. [Google Scholar] [CrossRef]
- Hayes, L.B.; Van Camp, C.M. Increasing physical activity of children during school recess. J. Appl. Behav. Anal. 2015, 48, 690–695. [Google Scholar] [CrossRef] [PubMed]
- Jauho, A.M.; Pyky, R.; Ahola, R.; Kangas, M.; Virtanen, P.; Korpelainen, R.; Jämsä, T. Effect of wrist-worn activity monitor feedback on physical activity behavior: A randomized controlled trial in Finnish young men. Prev. Med. Rep. 2015, 2, 628–634. [Google Scholar] [CrossRef]
- Kurti, A.N.; Dallery, J. Internet-based contingency management increases walking in sedentary adults. J. Appl. Behav. Anal. 2013, 46, 568–581. [Google Scholar] [CrossRef] [PubMed]
- Lewis, Z.H.; Pritting, L.; Picazo, A.L.; JeanMarie-Tucker, M. The utility of wearable fitness trackers and implications for increased engagement: An exploratory, mixed methods observational study. Dig. Health 2020, 6, 59. [Google Scholar] [CrossRef]
- Martin, S.S.; Feldman, D.I.; Blumenthal, R.S.; Jones, S.R.; Post, W.S.; McKibben, R.A.; Blaha, M.J. mActive: A randomized clinical trial of an automated mHealth intervention for physical activity promotion. J. Am. Heart Assoc. 2015, 4, e002239. [Google Scholar] [CrossRef] [PubMed]
- Nelson, E.C.; Verhagen, T.; Noordzij, M.L. Health empowerment through activity trackers: An empirical smart wristband study. Comput. Hum Behav. 2016, 62, 364–374. [Google Scholar] [CrossRef]
- Patel, M.S.; Benjamin, E.J.; Volpp, K.G.; Fox, C.S.; Small, D.S.; Massaro, J.M.; Manders, E.S. Effect of a game-based intervention designed to enhance social incentives to increase physical activity among families: The BE FIT randomized clinical trial. JAMA Int. Med. 2017, 177, 1586–1593. [Google Scholar] [CrossRef]
- Patel, M.S.; Small, D.S.; Harrison, J.D.; Fortunato, M.P.; Oon, A.L.; Rareshide, C.A.; Kalra, P. Effectiveness of behaviorally designed gamification interventions with social incentives for increasing physical activity among overweight and obese adults across the United States: The STEP UP randomized clinical trial. JAMA Int. Med. 2019, 179, 1624–1632. [Google Scholar] [CrossRef]
- Schaffarczyk, L.; Ilhan, A. Healthier Life and More Fun? Users’ Motivations to Apply Activity Tracking Technology and the Impact of Gamification. In International Conference on Human-Computer Interaction; Springer: Cham, Switzerland, 2019; pp. 124–136. [Google Scholar] [CrossRef]
- Seo, M.W.; Kim, Y.; Jung, H.C.; Kim, J.H.; Lee, J.M. Does online social connectivity promote physical activity in a wearable tracker-based intervention? A pilot randomized controlled study. Sustainability 2020, 12, 8803. [Google Scholar] [CrossRef]
- Thorndike, A.N.; Mills, S.; Sonnenberg, L.; Palakshappa, D.; Gao, T.; Pau, C.T.; Regan, S. Activity monitor intervention to promote physical activity of physicians-in-training: Randomized controlled trial. PLoS ONE 2014, 9, e100251. [Google Scholar] [CrossRef]
- Tong, X.; Gupta, A.; Gromala, D.; Shaw, C.D.; Neustaedter, C.; Choo, A. Utilizing gamification approaches in pervasive health: How can we motivate physical activity effectively? EAI End. Trans. Perv. Health Technol. 2017, 3, e3. [Google Scholar] [CrossRef]
- Van Dantzig, S.; Bulut, M.; Krans, M.; van der Lans, A.; de Ruyter, B. Enhancing physical activity through context-aware coaching. In Proceedings of the 12th EAI International Conference on Pervasive Computing Technologies for Healthcare, New York, NY, USA, 21–24 May 2018; pp. 187–190. [Google Scholar] [CrossRef]
- Walsh, G.; Golbeck, J. StepCity: A preliminary investigation of a personal informatics-based social game on behavior change. In CHI’14 Extended Abstracts on Human Factors in Computing Systems; ACM: New York, NY, USA, 2014; pp. 2371–2376. [Google Scholar] [CrossRef]
- Washington, W.D.; Banna, K.M.; Gibson, A.L. Preliminary efficacy of prize-based contingency management to increase activity levels in healthy adults. J. Appl. Behav. Anal. 2014, 47, 231–245. [Google Scholar] [CrossRef]
- Zhang, J.; Jemmott, J.B., III. Mobile app-based small-group physical activity intervention for young African American women: A pilot randomized controlled trial. Prev. Sci. 2019, 1, 1–10. [Google Scholar] [CrossRef]
- Zhu, Y.; Dailey, S.L.; Kreitzberg, D.; Bernhardt, J. “Social networkout”: Connecting social features of wearable fitness trackers with physical exercise. J. Health Commun. 2017, 22, 974–980. [Google Scholar] [CrossRef]
- Latham, G.P.; Locke, E.A. Self-regulation through goal setting. Organ. Behav. Hum. Decis. Process. 1991, 50, 212–247. [Google Scholar] [CrossRef]
- Greene, B.A.; Miller, R.B. Influences on achievement: Goals, perceived ability, and cognitive engagement. Contin. Educ. Programs Psychol. 1996, 21, 181–192. [Google Scholar] [CrossRef]
- Bandura, A. Health promotion by social cognitive means. Health Educ. Behav. 2004, 31, 143–164. [Google Scholar] [CrossRef]
- Fitbit. Find Your Fit. Available online: https://www.fitbit.com/whyfitbit (accessed on 27 March 2020).
- Consolvo, S.; Everitt, K.; Smith, I.; Landay, J.A. Design requirements for technologies that encourage physical activity. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems; ACM: New York, NY, USA, 2006; pp. 457–466. [Google Scholar] [CrossRef]
- Ryan, R.M.; Deci, E.L. Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. Am. Psychol. 2000, 55, 68–78. [Google Scholar] [CrossRef]
- Ashford, S.; Edmunds, J.; French, D.P. What is the best way to change self-efficacy to promote lifestyle and recreational physical activity? A systematic review with meta-analysis. Br. J. Health Psychol. 2010, 15, 265–288. [Google Scholar] [CrossRef]
- Vassileva, J. Motivating participation in social computing applications: A user modeling perspective. User Mod. User-Adap. Int. 2012, 22, 177–201. [Google Scholar] [CrossRef]
- Song, J.; Kim, J.; Cho, K. Understanding users’ continuance intentions to use smart-connected sports products. Sport Manag. Rev. 2018, 21, 477–490. [Google Scholar] [CrossRef]
- Gowin, M.; Wilkerson, A.; Maness, S.; Larson, D.J.; Crowson, H.M.; Smith, M.; Cheney, M.K. Wearable activity tracker use in young adults through the lens of social cognitive theory. Am. J. Health Educ. 2019, 50, 40–51. [Google Scholar] [CrossRef]
- Zhou, R.; Kaplanidou, K. Building social capital from sport event participation: An exploration of the social impacts of participatory sport events on the community. Sport Manag. Rev. 2018, 21, 491–503. [Google Scholar] [CrossRef]
- Deci, E.L.; Koestner, R.; Ryan, R.M. A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychol. Bull. 1999, 125, 627–668. [Google Scholar] [CrossRef] [PubMed]
- Funk, D.; Jordan, J.; Ridinger, L.; Kaplanidou, K. Capacity of mass participant sport events for the development of activity commitment and future exercise intention. Leis. Sci. 2011, 33, 250–268. [Google Scholar] [CrossRef]
- Henderson, K.A. A paradox of sport management and physical activity interventions. Sport Manag. Rev. 2009, 12, 57–65. [Google Scholar] [CrossRef]
- Berg, B.K.; Warner, S.; Das, B.M. What about sport? A public health perspective on leisure-time physical activity. Sport Manag. Rev. 2015, 18, 20–31. [Google Scholar] [CrossRef]
- Westmattelmann, D.; Grotenhermen, J.G.; Sprenger, M.; Rand, W.; Schewe, G. Apart we ride together: The motivations behind users of mixed-reality sports. J. Bus. Res. 2021, 134, 316–328. [Google Scholar] [CrossRef]
- Wolters Kluwer. Wearables in Sports Medicine—Devices Play New Roles in Training and Treating Injuries in Runners. Available online: https://www.newswise.com/articles/wearables-in-sports-medicine-devices-play-new-roles-in-training-and-treating-injuries-in-runners (accessed on 12 December 2019).
- Healthline. Turning Exercise into a Game Can Make Fitness More Fun and Effective. Available online: https://www.healthline.com/health-news/turning-exercise-into-a-game-can-make-fitness-more-fun-and-effective (accessed on 28 August 2019).