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When Wii doesn't Fit: how non-beginners react to Wii Fit's gamification

Published: 02 October 2013 Publication History

Abstract

This paper highlights the reactions of non-beginners to gamification in persuasive health technologies data from a month-long 15-person study of first time Wii Fit users. Participants represent beginners and non-beginners with respect to past fitness experiences and current goals, and we find that these starting points affect their experiences with the system. While beginners respond positively to gamified elements in Wii Fit, these same elements have a detrimental effect on non-beginners' experiences, leading them to abandon the system as a fitness tool. This suggests the need for gamification in persuasive systems to better consider the nuanced context of use, and we recommend ways in which tools like Wii Fit can use gamification to motivate users with varied levels of experience with the target behavior.

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Cited By

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  • (2023)Interdisciplinary Design Process of a Mixed Reality Exergame for Motor-Cognitive Health Training Based on the Trail-Walking-Test2023 IEEE 11th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH57547.2023.10253795(1-8)Online publication date: 28-Aug-2023
  • (2022)Gamification and Health in a Holistic PerspectiveHandbook of Research on Cross-Disciplinary Uses of Gamification in Organizations10.4018/978-1-7998-9223-6.ch009(185-206)Online publication date: 2022
  • (2022)The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic ReviewJMIR mHealth and uHealth10.2196/2779410:2(e27794)Online publication date: 3-Feb-2022
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    cover image ACM Other conferences
    Gamification '13: Proceedings of the First International Conference on Gameful Design, Research, and Applications
    October 2013
    148 pages
    ISBN:9781450328159
    DOI:10.1145/2583008
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • UWATERLOO: University of Waterloo
    • IMMERSe: IMMERSe Network
    • Waterloo Stratford Campus: University of Waterloo Stratford Campus
    • University of Ontario Institute of Technology

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 02 October 2013

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    Author Tags

    1. Wii Fit
    2. gamification
    3. persuasive technologies

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    • Short-paper

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    Gamification '13
    Sponsor:
    • UWATERLOO
    • IMMERSe
    • Waterloo Stratford Campus
    Gamification '13: Gameful Design, Research, and Applications
    October 2 - 4, 2013
    Ontario, Toronto, Canada

    Acceptance Rates

    Gamification '13 Paper Acceptance Rate 9 of 25 submissions, 36%;
    Overall Acceptance Rate 9 of 25 submissions, 36%

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    Cited By

    View all
    • (2023)Interdisciplinary Design Process of a Mixed Reality Exergame for Motor-Cognitive Health Training Based on the Trail-Walking-Test2023 IEEE 11th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH57547.2023.10253795(1-8)Online publication date: 28-Aug-2023
    • (2022)Gamification and Health in a Holistic PerspectiveHandbook of Research on Cross-Disciplinary Uses of Gamification in Organizations10.4018/978-1-7998-9223-6.ch009(185-206)Online publication date: 2022
    • (2022)The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic ReviewJMIR mHealth and uHealth10.2196/2779410:2(e27794)Online publication date: 3-Feb-2022
    • (2022)Gamification: A Comprehensive Review of Literature2022 1st International Conference on Information System & Information Technology (ICISIT)10.1109/ICISIT54091.2022.9872830(277-282)Online publication date: 27-Jul-2022
    • (2020)The e-learning persuasion through gamification: an elaboration likelihood model perspectiveYoung Consumers10.1108/YC-08-2020-120122:3(480-502)Online publication date: 28-Dec-2020
    • (2019)Feasibility of a Persuasive mHealth Behavioural Change Intervention in Promoting Physical Activity in the Workplace (Preprint)JMIR Formative Research10.2196/15083Online publication date: 1-Jul-2019
    • (2019)Enlightened YogaProceedings of the 2019 on Designing Interactive Systems Conference10.1145/3322276.3322338(1017-1031)Online publication date: 18-Jun-2019
    • (2019)ExerCube vs. Personal TrainerProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300318(1-15)Online publication date: 2-May-2019
    • (2018)Sensory bodystorming for collocated physical training designProceedings of the 10th Nordic Conference on Human-Computer Interaction10.1145/3240167.3240224(247-259)Online publication date: 29-Sep-2018
    • (2018)Understanding grassroots sports gamification in the wildProceedings of the 10th Nordic Conference on Human-Computer Interaction10.1145/3240167.3240220(102-113)Online publication date: 29-Sep-2018
    • Show More Cited By

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