Pilot Study and Gamification Analysis of a Theory-based Exergame

dc.contributor.authorKubota Kaile
dc.contributor.authorSäteri Elina
dc.contributor.authorJoelsson Tapani N.
dc.contributor.authorMäkilä Tuomas
dc.contributor.authorSalanterä Sanna
dc.contributor.authorPakarinen Anni
dc.contributor.organizationfi=hoitotieteen laitos|en=Department of Nursing Science|
dc.contributor.organizationfi=ohjelmistotekniikka|en=Software Engineering|
dc.contributor.organizationfi=tyks, vsshp|en=tyks, varha|
dc.contributor.organization-code1.2.246.10.2458963.20.27201741504
dc.contributor.organization-code1.2.246.10.2458963.20.71310837563
dc.contributor.organization-code2607400
dc.converis.publication-id176253811
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/176253811
dc.date.accessioned2022-10-28T14:12:41Z
dc.date.available2022-10-28T14:12:41Z
dc.description.abstract<p>A theory-based exergame was developed for tweens to promote their self-efficacy towards physical activity and increase their physical activity levels. We used protocols from both health science and gamification research in piloting the exergame. First, we assessed the usability and feasibility of the exergame and conducted a preliminary exploration of its effectiveness. After technical improvements were made based on our findings, we reiterated the pilot study and analysed the gamification elements of the exergame by using Octalysis analysis. The overall findings suggest that a theory-based exergame can positively influence the self-efficacy of tweens towards physical activity. The exergame showcased theoretical strength, achieved using diverse gamification elements but its overall game design and usability can be further improved. The study concludes that health-related components of the purpose of intervention must be incorporated in parallel with the engaging design of the game, taking into utmost consideration the theories, evidence as well as the needs and perceptions of its target users. This study provides valuable insights on future development and evaluation of gamified health interventions.<br></p>
dc.format.pagerange63
dc.format.pagerange79
dc.identifier.jour-issn2384-8766
dc.identifier.olddbid186928
dc.identifier.oldhandle10024/170022
dc.identifier.urihttps://www.utupub.fi/handle/11111/41249
dc.identifier.urnURN:NBN:fi-fe2022091358913
dc.language.isoen
dc.okm.affiliatedauthorKubota, Kaile
dc.okm.affiliatedauthorSäteri, Elina
dc.okm.affiliatedauthorJoelsson, Tapani
dc.okm.affiliatedauthorMäkilä, Tuomas
dc.okm.affiliatedauthorSalanterä, Sanna
dc.okm.affiliatedauthorPakarinen, Anni
dc.okm.affiliatedauthorDataimport, tyks, vsshp
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline3141 Health care scienceen_GB
dc.okm.discipline316 Nursingen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline3141 Terveystiedefi_FI
dc.okm.discipline316 Hoitotiedefi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherSerious Games Society
dc.publisher.countryItalyen_GB
dc.publisher.countryItaliafi_FI
dc.publisher.country-codeIT
dc.relation.doi10.17083/ijsg.v9i3.506
dc.relation.ispartofjournalInternational Journal of Serious Games
dc.relation.issue3
dc.relation.volume9
dc.source.identifierhttps://www.utupub.fi/handle/10024/170022
dc.titlePilot Study and Gamification Analysis of a Theory-based Exergame
dc.year.issued2022

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