How effective is “exergamification”? A systematic review on the effectiveness of gamification features in exergames

dc.contributor.authorMatallaoui Amir
dc.contributor.authorKoivisto Jonna
dc.contributor.authorHamari Juho
dc.contributor.authorZarnekow Ruediger
dc.contributor.organizationfi=digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|en=Degree Programme in Digital Culture, Landscape and Cultural Heritage|
dc.contributor.organization-code2602214
dc.converis.publication-id27337442
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/27337442
dc.date.accessioned2022-10-28T12:28:16Z
dc.date.available2022-10-28T12:28:16Z
dc.description.abstract<p>Physical activity is very important to public health and exergames represent one potential way to enact it. The promotion of physical activity through gamification and enhanced anticipated affect also holds promise to aid in exercise adherence beyond more traditional educational and social cognitive approaches. This paper reviews empirical studies on gamified systems and serious games for exercising. In order to gain a better understanding of these systems, this review examines the types and aims (e.g. controlling body weight, enjoying indoor jogging…) of the corresponding studies as well as their psychological and physical outcomes. This paper particularly reviews the deployed motivational affordances and the effectiveness of incorporating gamification features in exergames. The review shows overall positive psychological outcomes (e.g. enjoying exercise) as well as behavioral ones (e.g. decreasing sedentariness) about exergames. Its findings inform about the current state of the research on the topic, based on which, suggestions for further research are outlined.<br /></p>
dc.format.pagerange3316
dc.format.pagerange3325
dc.identifier.isbn978-0-9981331-0-2
dc.identifier.issn1530-1605
dc.identifier.olddbid176636
dc.identifier.oldhandle10024/159730
dc.identifier.urihttps://www.utupub.fi/handle/11111/32192
dc.identifier.urlhttp://hdl.handle.net/10125/41560
dc.identifier.urnURN:NBN:fi-fe2021042717406
dc.language.isoen
dc.okm.affiliatedauthorHamari, Juho
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline3142 Public health care science, environmental and occupational healthen_GB
dc.okm.discipline515 Psychologyen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline3142 Kansanterveystiede, ympäristö ja työterveysfi_FI
dc.okm.discipline515 Psykologiafi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA4 Conference Article
dc.publisher.countryUnited States Minor Outlying Islandsen_GB
dc.publisher.countryYhdysvaltain pienet erillissaaretfi_FI
dc.publisher.country-codeUM
dc.relation.conferenceThe Hawaii International Conference on System Sciences (HICSS)
dc.relation.doi10.24251/HICSS.2017.402
dc.relation.ispartofseriesProceedings of the Annual Hawaii International Conference on System Sciences
dc.source.identifierhttps://www.utupub.fi/handle/10024/159730
dc.titleHow effective is “exergamification”? A systematic review on the effectiveness of gamification features in exergames
dc.title.bookProceedings of the 50th Hawaii International Conference on System Sciences
dc.year.issued2017

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