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Empirical Study of Gamification for Promoting Health Behaviors
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- MATSUGUMA Hiroyuki
- Faculty of Design Kyushu University
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- OGINO Hiromi
- TEIJIN LIMITED
Bibliographic Information
- Other Title
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- 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
- Published
- 2022
- DOI
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- 10.57518/digrajproc.12.0_120
- Publisher
- Digital Game Research Association JAPAN
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.
Journal
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- Proceedings of Annual Conference, Digital Game Research Association JAPAN
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Proceedings of Annual Conference, Digital Game Research Association JAPAN 12 (0), 120-123, 2022
Digital Game Research Association JAPAN
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Details 詳細情報について
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- CRID
- 1390858441645431424
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- ISSN
- 27586480
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- Text Lang
- ja
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- Data Source
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- JaLC
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- Abstract License Flag
- Allowed