Empirical Study of Gamification for Promoting Health Behaviors

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Other Title
  • 健康増進を目的としたゲーミフィケーションによる行動変容技法の実証研究

Description

We provided a smartphone app that increases the number of steps by gamification, and 20 people used it for 19 weeks. We categorized the elements of gamification and added them in stages to measure steps and the number of continuous days. Changes in the number of steps and the number of continuous days could be observed for each stage. The results suggest the effectiveness and characteristics of each classification of gamification elements.

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