Abstract
As the increase of age, many physical and psychological functions of aging and decline are derived. Through appropriate regular exercise, the impact of aging can be delayed. Based on the health problems of the elderly, this study attempts to understand the relationship between motivation and physical activity in older adults through gamification design strategies to help older adults stay healthy. Gamification design strategy is a design strategy that adds game elements in a non-game context, and to create a playing game-like experience to stimulates people's motivations and behaviors. Therefore, we conducted a questionnaire survey of 195 elderly people (over 50 years old) to analyzed the relationship between player motivation and gamification effects, further considering their individual differences such as gender, exercise frequency and game habits. The results shows the elderly people think that autonomy, sense of mission, and sense of accomplishment are all important; change is the least important. The elderly believe that major missions and calls, impact possibilities, development and achievement, social influence and empathy, and creativity and feedback are all important; scarcity and urgency, loss and avoidance are the least important. The elderly who play games agree that the sense of autonomy and accomplishment of the game is higher than that of the elderly who do not play games.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Clarkson-Smith, L., Hartley, A.A.: Relationships between physical exercise and cognitive abilities in older adults. Psychol. Aging 4(2), 183 (1989)
Hultsch, D.F., Hammer, M., Small, B.J.: Age differences in cognitive performance in later life: relationships to self-reported health and activity life style. J. Gerontol. 48(1), P1–P11 (1993)
Penedo, F.J., Dahn, J.R.: Exercise and well-being: a review of mental and physical health benefits associated with physical activity. Curr. Opin. Psychiatry 18(2), 189–193 (2005)
Pate, R.R., et al.: Physical activity and public health: a recommendation from the Centers for Disease Control and Prevention and the American College of Sports Medicine. Jama 273(5), 402–407 (1995)
Chodzko-Zajko, W.J., et al.: Exercise and physical activity for older adults. Med. Sci. Sports Exerc. 41(7), 1510–1530 (2009)
Hamari, J., Lehdonvirta, V.: Game design as marketing: How game mechanics create demand for virtual goods. Int. J. Bus. Sci. Appl. Manage. 5(1), 14–29 (2010)
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: Envisioning Future Media Environments, pp. 9–15 (2011)
Chou, Y.-K.: Actionable gamification: beyond points, badges, and leaderboards: Octalysis Group (2016)
Consolvo, S., Everitt, K., Smith, I., Landay, J.A.: Design requirements for technologies that encourage physical activity. Paper presented at the Proceedings of the SIGCHI conference on Human Factors in computing systems (2006)
Berkovsky, S., Coombe, M., Freyne, J., Bhandari, D., Baghaei, N.: Physical activity motivating games: virtual rewards for real activity. In: Proceedings of the International Conference on Human Factors in Computing Systems, pp. 243–252. ACM (2010)
Ryan, R.M., Deci, E.L.: Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. Am. Psychol. 55(1), 68 (2000)
Lamprinou, D., Paraskeva, F.: Gamification design framework based on SDT for student motivation. In: 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL), pp. 406–410. IEEE (2015)
Landers, R.N., Bauer, K.N., Callan, R.C., Armstrong, M.B.: Psychological theory and the gamification of learning. In: Reiners, T., Wood, L.C. (eds.) Gamification in Education and Business, pp. 165–186. Springer, Cham (2015). https://doi.org/10.1007/978-3-319-10208-5_9
Fogg, B.J.: Persuasive technology: using computers to change what we think and do. Ubiquity 2002(December), 2 (2002)
Fogg, B.J.: A behavior model for persuasive design. In: Proceedings of the 4th international Conference on Persuasive Technology, pp. 1–7 (2009)
Hamari, J., Koivisto, J., Sarsa, H.: Does gamification work?--a literature review of empirical studies on gamification. In: 2014 47th Hawaii International Conference on System Sciences, pp. 3025–3034. IEEE (2014)
Bittner, J.V., Shipper, J.: Motivational effects and age differences of gamification in product advertising. J. Consum. Market. 31, 391–400 (2014)
Codish, D., Ravid, G.: Gender moderation in gamification: does one size fit all (2017)
Halko, S., Kientz, J.A.: Personality and Persuasive Technology: An Exploratory Study on Healthpromoting Mobile Applications, pp. 150–161. Persuasive Technology, Springer (2010)
Jia, Y., Xu, B., Karanam, Y., Voida, S.: Personality, targeted/Gamification: a survey study on personality traits and motivational affordances. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (2016)
Orji, R., Nacke, L.E., Di Marco, C.: Towards personality-driven persuasive health games and gamified systems. In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, pp. 1015–1027 (2017)
Tondello, G.F., Wehbe, R.R., Diamond, L., Busch, M., Marczewski, A., Nacke, L.E.: The gamification user types hexad scale. In: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, pp. 229–243 (2016)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 Springer Nature Switzerland AG
About this paper
Cite this paper
Chen, HJ., Wu, YS. (2022). The Moderator of Gamification of Physical Activities in Older Adults. In: Meiselwitz, G., et al. HCI International 2022 - Late Breaking Papers. Interaction in New Media, Learning and Games. HCII 2022. Lecture Notes in Computer Science, vol 13517. Springer, Cham. https://doi.org/10.1007/978-3-031-22131-6_41
Download citation
DOI: https://doi.org/10.1007/978-3-031-22131-6_41
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-22130-9
Online ISBN: 978-3-031-22131-6
eBook Packages: Computer ScienceComputer Science (R0)