Exploring virtual rewards in real life: A gimmick or a motivational tool for promoting physical activity?

Yuvin Ha, Maria Karyda, Andrés Lucero

Tutkimustuotos: Artikkeli kirjassa/konferenssijulkaisussaConference contributionScientificvertaisarvioitu

4 Sitaatiot (Scopus)
137 Lataukset (Pure)

Abstrakti

Leading companies in the wearables market have introduced different virtual reward systems to their products and services to increase user engagement and enhance playfulness. While existing studies report mixed views on the effectiveness of virtual rewards offered by activity trackers, we still have a limited understanding of people's lived experiences with virtual reward systems. A four-month diary-based autoethnography reflecting on the use of three popular activity trackers (i.e.,Fitbit, Apple Watch, and Google Fit) and their associated virtual reward systems, plus an online survey with 113 current users of the same activity trackers were conducted. Results provide rich insights into how users interact with virtual rewards in real-life, and how these impact people's engagement in physical exercise. A set of considerations to design user-centric virtual reward systems that provide more meaningful experiences to activity-tracker users are derived.

AlkuperäiskieliEnglanti
OtsikkoDIS 2020 - Proceedings of the 2020 ACM Designing Interactive Systems Conference
KustantajaACM
Sivut1847-1858
Sivumäärä12
ISBN (elektroninen)9781450369749
DOI - pysyväislinkit
TilaJulkaistu - 3 heinäk. 2020
OKM-julkaisutyyppiA4 Artikkeli konferenssijulkaisuussa
TapahtumaACM Conference on Designing Interactive Systems: More than Human Centred Design - Eindhoven, Alankomaat
Kesto: 6 heinäk. 202010 heinäk. 2020
https://dis.acm.org/2020/

Julkaisusarja

NimiDIS 2020 - Proceedings of the 2020 ACM Designing Interactive Systems Conference

Conference

ConferenceACM Conference on Designing Interactive Systems
LyhennettäDIS
Maa/AlueAlankomaat
KaupunkiEindhoven
Ajanjakso06/07/202010/07/2020
www-osoite

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