skip to main content
10.1145/3594739.3610684acmconferencesArticle/Chapter ViewAbstractPublication PagesubicompConference Proceedingsconference-collections
poster

Binary Social Game: A Principle for Enhancing Desired Behaviors through Asynchronous Social Interactions

Published:08 October 2023Publication History

ABSTRACT

Within the HCI community, the impact of social dynamics on behavior change has gained considerable interest. This paper introduces the Binary Social Game (BSG), a principle that utilizes asynchronous social interactions to motivate desired behaviors. Initially, we developed GrowFlower based on the BSG principle, and its effectiveness was evaluated through a two-week wizard-of-oz study. After gaining insights from the preliminary study, we refined our approach and created GENGO, a bingo-style game that is specifically designed to encourage exercise as a targeted behavior. A subsequent two-month user study in real-world conditions, involving 82 participants, validated GENGO’s effectiveness in fostering consistent exercise habits. These findings highlight the potential of BSG as a useful tool for promoting desired behaviors within a group context, especially through asynchronous social interactions. This study contributes to the understanding of how social dynamics can be leveraged for behavior change.

References

  1. Yu Chen and Pearl Pu. 2014. HealthyTogether: Exploring Social Incentives for Mobile Fitness Applications. In Proceedings of the Second International Symposium of Chinese CHI (Toronto, Ontario, Canada) (Chinese CHI ’14). Association for Computing Machinery, New York, NY, USA, 25–34. https://doi.org/10.1145/2592235.2592240Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Woohyeok Choi, Jeungmin Oh, Darren Edge, Joohyun Kim, and Uichin Lee. 2016. SwimTrain: exploring exergame design for group fitness swimming. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. 1692–1704.Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Sunny Consolvo, David W McDonald, and James A Landay. 2009. Theory-driven design strategies for technologies that support behavior change in everyday life. In Proceedings of the SIGCHI conference on human factors in computing systems. 405–414.Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Arran Davis, Jacob Taylor, and Emma Cohen. 2015. Social bonds and exercise: Evidence for a reciprocal relationship. PloS one 10, 8 (2015), e0136705.Google ScholarGoogle ScholarCross RefCross Ref
  5. Lucas Martins de Souza, Irem Gokce Yildirim, Anya Kolesnichenko, and Taiwoo Park. 2016. World of riders: exercising is fun. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. 55–60.Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Roelof A.J. de Vries, Khiet P. Truong, Sigrid Kwint, Constance H.C. Drossaert, and Vanessa Evers. 2016. Crowd-Designed Motivation: Motivational Messages for Exercise Adherence Based on Behavior Change Theory. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (San Jose, California, USA) (CHI ’16). Association for Computing Machinery, New York, NY, USA, 297–308. https://doi.org/10.1145/2858036.2858229Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Sebastian Deterding, Miguel Sicart, Lennart Nacke, Kenton O’Hara, and Dan Dixon. 2011. Gamification. using game-design elements in non-gaming contexts. In CHI’11 extended abstracts on human factors in computing systems. 2425–2428.Google ScholarGoogle Scholar
  8. Honglu Du, G Michael Youngblood, and Peter Pirolli. 2014. Efficacy of a smartphone system to support groups in behavior change programs. In Proceedings of the Wireless Health 2014 on National Institutes of Health. 1–8.Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Brian J Fogg. 2009. A behavior model for persuasive design. In Proceedings of the 4th international Conference on Persuasive Technology. 1–7.Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Kristoffer Hagen, Konstantinos Chorianopoulos, Alf Inge Wang, Letizia Jaccheri, and Stian Weie. 2016. Gameplay as exercise. In Proceedings of the 2016 chi conference extended Abstracts on human factors in computing systems. 1872–1878.Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Francis Jambon and Brigitte Meillon. 2009. User Experience Evaluation in the Wild. In CHI ’09 Extended Abstracts on Human Factors in Computing Systems (Boston, MA, USA) (CHI EA ’09). Association for Computing Machinery, New York, NY, USA, 4069–4074. https://doi.org/10.1145/1520340.1520619Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Maximus D Kaos, Ryan E Rhodes, Perttu Hämäläinen, and TC Nicholas Graham. 2019. Social play in an exergame: how the need to belong predicts adherence. In Proceedings of the 2019 CHI conference on human factors in computing systems. 1–13.Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Saskia M Kelders, Robin N Kok, Hans C Ossebaard, and Julia EWC Van Gemert-Pijnen. 2012. Persuasive system design does matter: a systematic review of adherence to web-based interventions. Journal of medical Internet research 14, 6 (2012), e152.Google ScholarGoogle ScholarCross RefCross Ref
  14. Melanie Kellar, Derek Reilly, Kirstie Hawkey, Malcolm Rodgers, Bonnie MacKay, David Dearman, Vicki Ha, W. Joseph MacInnes, Michael Nunes, Karen Parker, Tara Whalen, and Kori M. Inkpen. 2005. It’s a Jungle out There: Practical Considerations for Evaluation in the City. In CHI ’05 Extended Abstracts on Human Factors in Computing Systems (Portland, OR, USA) (CHI EA ’05). Association for Computing Machinery, New York, NY, USA, 1533–1536. https://doi.org/10.1145/1056808.1056959Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Edith Talina Luhanga, Akpa Akpro Elder Hippocrate, Hirohiko Suwa, Yutaka Arakawa, and Keiichi Yasumoto. 2018. Identifying and evaluating user requirements for smartphone group fitness applications. IEEE Access 6 (2018), 3256–3269.Google ScholarGoogle ScholarCross RefCross Ref
  16. Florian Mueller, Frank Vetere, Martin R Gibbs, Darren Edge, Stefan Agamanolis, and Jennifer G Sheridan. 2010. Jogging over a distance between Europe and Australia. In Proceedings of the 23nd annual ACM symposium on User interface software and technology. 189–198.Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Xipei Ren, Lotte Hollander, Rylana van der Marel, Lieke Molenaar, and Yuan Lu. 2019. Step-by-step: Exploring a social exergame to encourage physical activity and social dynamics among office workers. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems. 1–6.Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Herman Saksono, Carmen Castaneda-Sceppa, Jessica Hoffman, Vivien Morris, Magy Seif El-Nasr, and Andrea G Parker. 2020. Storywell: designing for family fitness app motivation by using social rewards and reflection. In Proceedings of the 2020 CHI conference on human factors in computing systems. 1–13.Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Jaemyung Shin, Bumsoo Kang, Taiwoo Park, Jina Huh, Jinhan Kim, and Junehwa Song. 2016. Beupright: Posture correction using relational norm intervention. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. 6040–6052.Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. Niels Van Berkel, Jorge Goncalves, Simo Hosio, and Vassilis Kostakos. 2017. Gamification of mobile experience sampling improves data quality and quantity. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 1, 3 (2017), 1–21.Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Binary Social Game: A Principle for Enhancing Desired Behaviors through Asynchronous Social Interactions

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Conferences
      UbiComp/ISWC '23 Adjunct: Adjunct Proceedings of the 2023 ACM International Joint Conference on Pervasive and Ubiquitous Computing & the 2023 ACM International Symposium on Wearable Computing
      October 2023
      822 pages
      ISBN:9798400702006
      DOI:10.1145/3594739

      Copyright © 2023 Owner/Author

      Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 8 October 2023

      Check for updates

      Qualifiers

      • poster
      • Research
      • Refereed limited

      Acceptance Rates

      Overall Acceptance Rate764of2,912submissions,26%

      Upcoming Conference

    • Article Metrics

      • Downloads (Last 12 months)48
      • Downloads (Last 6 weeks)5

      Other Metrics

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format .

    View HTML Format