Abstract
Currently, cervical spine subhealth and even cervical spondylosis are common among young people represented by college students and young white-collar workers, bringing problems to their lives. Current methods to effectively alleviate cervical spine problems focus on exercise, but simple cervical spine exercise is monotonous and boring cannot meet the emotional needs of this group and is less sustainable. The development of mobile application technology and gamification design thinking has created new avenues for cervical spine exercise. Octalysis is a reliable tool for analyzing user behavior drivers in gamification design. This study combines it with player types and different stages of exercise to produce a gamification driver model by summarizing different user types and refining the motivation and needs of each type in the exercise experience, with the aim of improving user experience and making cervical exercise sustainable. Finally, the validity of the model is proved through prototype testing, which provides a reference for the gamification design of sports exercise APP.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Sun, Z., Lei, L., Liu, P., Cheng, Q., Shi, J., Li, D.: Analysis of cervical spine health status and influencing factors in college student population. School Health China 40(04), 631–633 (2019)
Xie, W.: Integrated therapy to intervene in the cervical spine subhealth of college students. Shandong University of Traditional Chinese Medicine (2011)
Yu, L.X., Jiang, L., Zhang, Y., Zheng, F., Xing, M., Qu, H.: Analysis of the effect of cervical spine exercise therapy intervention on the cervical spine subhealth condition of college students. General Pract. Nurs. 16(02), 227–228 (2018)
Wu, J., et al.: A study on the pain characteristics of neck pain in adolescents. J. Beijing Univ. Tradit. Chin. Med. 37(09), 633–637 (2014)
Xu, J., Zhou, M., Li, Y., Wang, W., Yin, H.: Analysis of cervical spine subhealth and its influencing factors among college students in a school in Zhejiang. China Health Industry 13(17), 57–60 (2016)
Liu, Y.: Interaction design of somatosensory game for cervical spine disease prevention and treatment of white-collar people. Jiangnan University (2016)
Deterding, S., Dixon, D., Khaled, R., Nacke, L.E.: From game design elements to gamefulness: defining “gamification”. In: International Conference on Entertainment and Media in the Ubiquitous Era, pp. 9–15. Association for Computing Machinery, New York, NY, USA (2011)
Chou, Y.-K.: Actionable gamification: Beyond points, badges, and leaderboards. Packt. Publishing Ltd. (2019)
Mcgonigal, J.: Reality is broken: Why games make us better and how they can change the world. Penguin (2011)
Werbach, K., Hunter, D.: For the win: how game thinking can revolutionize your business. Wharton Digital Press (2012)
Kumar, J.: Gamification at work: designing engaging business software. In: Marcus, A. (ed.) Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience. Lecture Notes in Computer Science, vol. 8013, pp. 528–537. Springer, Heidelberg (2013). https://doi.org/10.1007/978-3-642-39241-2_58
Bai, N.: Research on the application of gamification design method in college students’ sports. Zhejiang University of Technology (2017)
Chou, Y.-K.: Actionable Gamification. Wuhan: Huazhong University of Science & Technology Press (2018)
Chang, J.H., Zhang, H.X.: Analyzing Online Game-players: from Materialism and Motivation to Attitude. Cyber-Psychol. Behav. 11(6), 711–714 (2008)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Yang, Q., Chen, H., Zhao, X. (2023). Research on the Design of Gamified Cervical Spine Exercise APP Based on Octalysis. In: Fang, X. (eds) HCI in Games. HCII 2023. Lecture Notes in Computer Science, vol 14046. Springer, Cham. https://doi.org/10.1007/978-3-031-35930-9_27
Download citation
DOI: https://doi.org/10.1007/978-3-031-35930-9_27
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-35929-3
Online ISBN: 978-3-031-35930-9
eBook Packages: Computer ScienceComputer Science (R0)