2. Context: Outcome Effects of UHG already published
Shahrestani, A., Van Gorp, P.M.E., Le Blanc, P.M., Greidanus, F., de Groot, K. &
Leermakers, J. (2017). Unified Health Gamification can significantly improve
well-being in corporate environments. 2017 39th Annual International
Conference of the IEEE Engineering in Medicine and Biology Society (EMBC),
11-15 July 2017, Jeju Island, South Korea (pp. 4507-4511).
… but larger scale uptake and longer term behavior was not yet demonstrated
https://www.tue.nl/publicatie/ep/p/d/ep-uid/2783f4c9-95c3-4276-96c6-97bec27cff88/
3. Presentation Overview
Limitations of Traditional Gamification
Mission of the GameBus Team
Design of a large scale GameBus campaign
Campaign Results
Ongoing and Future Work
Conclusions
7. t
Mission
To let you perform the healthy activities
that benefit you personally
while having fun with whom you care about
Background Image: Decathlon Coach
9. t
Our Arms: Connected Health Data Sources (WHO based)
Physical Activities:
• Running, Biking
• Walking, Location Visits
• Comply to Diet
• Measuring BP, …
Cognitive Activities :
• Red Cherry picking
• Memory
• Sudoku variants
• Mood Logging
Social Activities :
• Visiting Relatives
• Citizen Feedback
• Selfies
• Charity Donations
• Social Media Posts
Available properties
Duration
Distance
Avg Heartrate
…
Available properties
Time to Solve
Errors made
Mood score
…
Available properties
Location
Duration
Amount Pledged
Primary HashTag of Post
…
Note: Other games can be connected via the GameBus Open API
10. t
Experiments w.r.t. UHG in Various Settings (esp. corp.)
UHG
Size of Teams
Number of Rules
Registration Effort
Communication Strategy
Challenge Duration
Degree of Personalization
…
Health Outcome Effects (SF36, …)
Work-related parameters (SDT, DICS, …)
Perceived Fun & Fairness
11. t
“Beweeg & Scoor”: Context & Design (late 2016)
Primary Focus
- Those who are not yet super-fit
- Long term target: assess readiness for a muncipality-wide, citizen-oriented campaign
Context
- Population quite diverse w.r.t. socio-economic status
- No investment in wearables (theoretical target audience of 600+ employees)
- BYOD outside of scope
- Alignment to biking to work, bootcamps, Yoga sessions, …
Design Principles
- Leverage top-down support, work under identity of the client,
- Demonstrate Trust,
- Start as simple as possible,
- Add automatic tracking over time
More than just an app…
12. t
“Beweeg & Scoor”: not just an App!
Professional Campaign Services:
Kick-Off day
Flyers and Videos
Participation to yearly sports day, bootcamp sessions, …
Interaction with Ambassadors
Orchestrating various colleagues across municipality
Suggesting Monthly Improvements
16. t
“Beweeg & Scoor” 2017: Results…
First Month (April)
• 130+ signups after kick-off day in April (out of theoretical max. of 600+)
• 55 participants reaching eligibility criteria for a reward
• 18 participants scoring beyond the double of the expected score
• 7 participants scoring beyond four times the expected score
Second Month (May)
• 124 teams still collecting points (individuals + buddy teams)
• 28 individual participants reaching eligibility criteria for a reward
• 12 participants scoring beyond the double of the expected score
• 1 participant scoring beyond four times the expected score (not the previous top-performer!)
Third Month (June)
• 128 teams still collecting points (individuals + buddy teams)
• 28 teams reaching eligibility criteria for a reward (23 individuals + 5 buddy teams)
• 10 teams scoring beyond the double of the expected score (9 individuals + 1 buddy teams)
• 1 participant scoring beyond four times the expected score (the April top performer)
17. t
“Beweeg & Scoor” 2017: Results…
Fourth Month (July)
• 128 teams still collecting points (individuals + buddy teams)
• 35 teams reaching eligibility criteria for a reward (28 individuals + 7 buddy teams) (increase each!)
• 13 teams scoring beyond the double of the expected score (10 individuals + 3 buddy teams) (increase each!)
• 3 participants scoring beyond four times the expected score (increase!)
Fifth Month (August)
• 119 teams still collecting points (individuals + buddy teams)
• 24 teams reaching eligibility criteria for a reward (17 individuals + 7 buddy teams)
• 10 teams scoring beyond the double of the expected score (8 individuals + 2 buddy teams)
• 3 participants scoring beyond four times the expected score (with one new kid on the block!)
Sixth Month (September)
• 99 participants still collecting points (individuals, buddies were dropped experimentally )
• 14 participants reaching eligibility criteria for a reward
• 8 participants scoring beyond the double of the expected score
• 1 participant scoring beyond four times the expected score (promo video champion)
19. t
“Beweeg & Scoor” 2017: Plan for Finale…
Seventh Month (October)
Hands Free Teams of 4-10 w/ leader
http://bit.ly/MovesMol17
20. t
Exploring Further
For fellow academics:
Shahrestani, A., Van Gorp, P.M.E., Le Blanc, P.M., Greidanus, F., de Groot, K. & Leermakers, J. (2017). Unified
health gamification can significantly improve well-being in corporate environments. 2017 39th Annual
International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC), 11-15 July 2017, Jeju
Island, South Korea (pp. 4507-4511).
For joining our replication and up-scaling efforts
info@gamebus.eu
https://www.tue.nl/publicatie/ep/p/d/ep-uid/2783f4c9-95c3-4276-96c6-97bec27cff88/
21. eitdigital.eu
GameBus: Social
& Personalized
• Experimenting with social health games
• Many design parameters (new research discipline)!
• 7-month campaign: ca. 1/5 joined and then >75% remained involved
• Communicating evolving rules is challenging (but favors simple start)
Conclusions
Editor's Notes
There is a multitude of mHealth applications that aim to solve societal health problems by stimulating specific types of physical activities via gamification.