#Gamification can serve as a behaviour change strategy in fostering motivation to participate in mundane activities as physical activities and routine exercises
More information can be seen in the research paper at https://hcigames.com/download/design-strategies-for-gamified-physical-activity-applications-for-older-adults/
This paper was presented at the HICSS-49 conference.
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#Gamification is the strategy of transforming mundane daily activities into a fun, engaging and a motivating activity.
The process of incorporating gaming constructs such as
rules, actions and challenges create a gamification platform
to transform a mundane task as engaging in Physical Activity for health wellness and fitness goals.
Engaging in a fitness or physical activity is a mundane activity, which can be transformed into a fun activity through Gamification
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2)http://delivery.acm.org/10.1145/3120000/3116604/p5-kappen.pdf?ip=70.26.105.55&id=3116604&acc=OPENTOC&key=4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E9F04A3A78F7D3B8D&CFID=825184743&CFTOKEN=91167002&__acm__=1509655228_9170d7d6ebe8866b05ed935c28df0545
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Design Strategies for Gamified Physical Activity Applications for Older Adults
1. Dennis L. Kappen: University of Ontario Institute ofTechnology, Canada
Dr. Lennart E. Nacke : University of Waterloo Canada
Dr. Kathrin M. Gerling: University of Lincoln United Kingdom
Dr. Lia E.Tsotsos: Centre for Elder Research, Sheridan College, Canada
Twitter :3d_ideation
7. 7/5/2016 Dennis L. Kappen Twitter :3d_ideation 7
Determining Motivational Characteristics of
OlderAdults towards PhysicalActivity and
technology
PhysicalActivity Applications which must be
Gamified and Adapted on demand
8. Designing playful collaborative
applications that older adults
can engage in (Cza et al., 2008)
Integration and configuration
of social media
Prosumers: create and share
their own content with one
another. (Waycott et al.,2013)
Social spaces (spatial and
online) (Eklund, 2012)
Overcome emotional
loneliness (McLaughlin et al.,
2012)
7/5/2016 Dennis L. Kappen Twitter :3d_ideation; Dr. Lennart E. NackeTwitter @acagamic 8
9. 7/5/2016 Dennis L. Kappen Twitter :3d_ideation 9
Paying for aTrainer/Gym Membership is Expensive
Many Older Adults are on a Fixed Income
Physical Activity is not their First Choice
Lonely Environment at Home
10. Much research has been done
on the topic of positive aspects
of gaming and devices for
older adults.
Rehabilitation (Flores et al.,
2008; Alankus et al., 2011)
Exergame; Physical and
Cognitive training ( Gerling et
al., 2010; Cho et al., 2002 )
Leisure and Entertainment
(Wu et al., 2012)
AdultTraining (Serious Games)
7/5/2016 Dennis L. Kappen Twitter :3d_ideation; Dr. Lennart E. NackeTwitter @acagamic 10
Image Source:
http://techcrunch.com/2008/12/15/study-shows-playing-rts-games-keeps-old-brains-healthy/
11. 7/5/2016 Dennis L. Kappen Twitter :3d_ideation; Dr. Lennart E. NackeTwitter @acagamic 11
12. Qualitative
Research
Interviews
SDT*
KEG*
Thematic
Analysis
Focus
Groups
SDT + KEG
Qualitative Research Method
DeductiveThematic Analysis (Feredey et al., 2006)
7/5/2016 Dennis L. Kappen Twitter :3d_ideation; Dr. Lennart E. NackeTwitter @acagamic 12
Theoretical
Positioning
Data
Collection
Analysis
*SDT – Self-DeterminationTheory
*KEG – Kaleidoscope of Effective Gamification
13. Relevant to SDT, do changes in intrinsic and
extrinsic motivations of older adults facilitate
fitness activity?
7/5/2016 Dennis L. Kappen Twitter :3d_ideation 13
14. What are the underlying factors and
challenges that facilitate or prevent fitness
activities for older adults in the context of
technology-supported PA?
7/5/2016 Dennis L. Kappen Twitter :3d_ideation 14
15. What are the challenges and
design strategies for designing
motivated gamified physical
fitness activities and
applications?
7/5/2016 Dennis L. Kappen Twitter :3d_ideation; Dr. Lennart E. NackeTwitter @acagamic 15
Source: https://pixabay.com/en/old-man-adult-senior-people-care-660831/
16. 7/5/2016 Dennis L. Kappen Twitter :3d_ideation; Dr. Lennart E. NackeTwitter @acagamic 16
Kaleidoscope of
Effective
Gamification
(KEG) (2013)
Kappen, D.L. and Nacke, L.E. The
Kaleidoscope of Effective
Gamification : Deconstructing
Gamification in Business
Applications. Gamification 2013,
(2013), 119–122.
17. 7/5/2016 Dennis L. Kappen Twitter :3d_ideation; Dr. Lennart E. NackeTwitter @acagamic 17
Kaleidoscope of
Effective
Gamification
(KEG)(2013)
PLAYER
VIEWPOINT
DESIGNER
VIEWPOINT
18. 7/5/2016 Dennis L. Kappen Twitter :3d_ideation; Dr. Lennart E. NackeTwitter @acagamic 18
Kaleidoscope of Effective Gamification (KEG)(2013)
19. 7/5/2016 Dennis L. Kappen Twitter :3d_ideation; Dr. Lennart E. NackeTwitter @acagamic 19
Kaleidoscope of Effective Gamification (KEG)(2013)
Motivated Behaviour Layer (MBL)
20. 7/5/2016 Dennis L. Kappen Twitter :3d_ideation; Dr. Lennart E. NackeTwitter @acagamic 20
AGE
50+
FITNESS
ACTIVE
ADULTS
COMPUTERSKILLS
INTERNET
SAVVY
UNDERSTANDING MOTIVATIONSOF OLDERADULTSTO
ENGAGE INTECHNOLOGY FACILITATED PHYSICAL
ACTIVITY FROMAGE 50 ONWARDS
Active Lifestyle : engage in activity equivalent to walking more than 3 miles per day
21. Location
Sheridan Elder Research Centre (SERC), Oakville
Participants
19 participants
45-60 minutes
Method
Semi-structured interviews
Materials
Audio recordings
7/5/2016 Dennis L. Kappen Twitter :3d_ideation; Dr. Lennart E. NackeTwitter @acagamic 21
22. 7/5/2016 Dennis L. Kappen Twitter :3d_ideation; Dr. Lennart E. NackeTwitter @acagamic 22
Categorization of intrinsic and extrinsic fitness motivations based on the KEG +SDT
23. Need Satisfaction Discussion
3 groups of
one physical trainer
older adult
facilitator
Focus on
Physical Activity
Motivations
Barriers
7/5/2016 Dennis L. Kappen Twitter :3d_ideation; Dr. Lennart E. NackeTwitter @acagamic 23
24. Embracing Digital
Technology
Self-DeterminationTheory
+ Kaleidoscope model
Autonomy
Competence
Relatedness
Collaboration vs.
Competition
7/5/2016 Dennis L. Kappen Twitter :3d_ideation 24
25. 7/5/2016 Dennis L. Kappen Twitter :3d_ideation 25Mapping of Fitness Attributes from themes in relation to SDT and KEG
26. 7/5/2016 Dennis L. Kappen Twitter :3d_ideation; Dr. Lennart E. NackeTwitter @acagamic 26
Motivations-Mental, Physical, and Contextual
Source: http://www.cdc.gov/physicalactivity/growingstronger/exercises/stage2.html
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PERFORMANCE BASED ACHIEVEMENT BASEDENGAGEMENT BASED
Intrinsic Motivation- Competence
28. 7/5/2016 Dennis L. Kappen Twitter :3d_ideation 28
CUSTOMIZATION INDEPENDENCEPURPOSE
Intrinsic Motivation-Autonomy
29. 7/5/2016 Dennis L. Kappen Twitter :3d_ideation 29
SHARING PREFERENCESRELATIONSHIPS
Intrinsic Motivation- Relatedness
30. 7/5/2016 Dennis L. Kappen Twitter :3d_ideation; Dr. Lennart E. NackeTwitter @acagamic 30
Extrinsic Motivations
Self-determined extrinsic motivation (Dacey et al.,2008)
Non self-determined extrinsic motivations (Dacey et al.,2008)
Tangible rewards
Intangible rewards
Barriers to Entry (Fitness Activity)
Amotivation
Goal Setting and Accountability
31. 7/5/2016 Dennis L. Kappen Twitter :3d_ideation; Dr. Lennart E. NackeTwitter @acagamic 31
Barriers/Amotivation
Motivations
Small achievable steps
Simple routines that reinforce small
successes
Praise, wellbeing and health are
rewarding
Self-monitoring and external
feedback
Togetherness and sociability at a
common workout place
32. 7/5/2016 Dennis L. Kappen Twitter :3d_ideation; Dr. Lennart E. NackeTwitter @acagamic 32
Challenges:
10,000 steps a day
exercise adherence
Prioritizing Ability
Appropriate Game Elements
Technology Usage and Personal
Relationships
Feedback
Limitations
Active OlderAdults
Attitudes towards technology-
supported Physical Activity
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35. www.yayimages.com/image/fileid/22735678
https://www.heartmath.org/articles-of-the-heart/science-of-the-heart/stress-and-cognitive-decline/
http://www.medpagetoday.com/resource-center/atrial-fibrillation/Cognitive-Decline-Without-
Stroke/a/47578
http://monsterwebsearch.com/tags/adult-home-care
http://www.gamespot.com/news/68-of-us-households-gaming-youth-usage-rises-6211774
http://www.webpronews.com/mobile-games-survey-nearly-half-of-adults-are-mobile-gamers-2012-06
Czaja, S. J., & Lee, C. C. 2008. InformationTechnology and Older Adults. In: Sears, A. & Jacko, J.A. (Eds.):
The HumanComputer Interaction Handbook. NewYork, NewYork, USA: Lawrence ErlbaumAssociates.
http://www.joystickdivision.com/2010/10/5_proven_ways_video_games_are.php
http://www.shockmd.com/2009/08/13/motives-for-online-gaming/
Source:
https://www.washingtonpost.com/lifestyle/wellness/how-gyms-are-tailoring-personal-training-for-
seniors/2015/03/17/9e56bf8c-c662-11e4-b2a1-bed1aaea2816_story.html
http://www.123rf.com/photo_7639131_healthy-elderly-woman-doing-dumbbell-exercise-with-personal-
trainer-at-home-smiling.html
http://brainblogger.com/2014/10/24/exercise-reduces-the-risk-of-alzheimers-disease/
"Aerobics class" by Bill Branson (Photographer) -This image was released by the National Cancer
Institute, an agency part of the National Institutes of Health, with the ID 2375 (image) (next).This tag
does not indicate the copyright status of the attached work. A normal copyright tag is still required. See
Commons:Licensing for more information.English | Français | +/−. Licensed under Public Domain via
Wikimedia Commons -
https://commons.wikimedia.org/wiki/File:Aerobics_class.jpg#/media/File:Aerobics_class.jpg
"Aqua Aerobics" by www.localfitness.com.au - Own work. Licensed underCC BY-SA 3.0 viaWikimedia
Commons -
https://commons.wikimedia.org/wiki/File:Aqua_Aerobics.JPG#/media/File:Aqua_Aerobics.JPG
7/5/2016 Dennis L. Kappen Twitter :3d_ideation; Dr. Lennart E. NackeTwitter @acagamic 35