Gamification is frequently used to motivate people getting more physically active. However, most systems follow a one-size-fits-all gamification approach, although past research has shown that interpersonal differences exist in the perception of gamification elements. Also, most studies investigating the effects of gamification are rather short, although it has been shown that gamification can suffer from novelty effects. In this paper, we address both these issues by investigating whether gamification elements, integrated into a fitness course booking system, have an effect on how frequently users participate in fitness courses in a gym (N=52) over a duration of 275 days (548 days including baseline). Also, the gamification elements that we implemented are tailored to specific Hexad user types, which allows us to investigate whether using suitable gamification elements leads to an increased course participation. Our results show that gamification increased the participation in fitness courses significantly and that users who received a suitable set of gamification elements - according to their Hexad user type - increased their participation significantly more than others.
翻译:然而,大多数系统都采用一刀切的拼写方法,尽管以往的研究显示,对拼写元素的看法存在人际差异。此外,大多数调查拼写效应的研究都相当短,尽管已经表明,拼写效果可能受到新颖的影响。在本文件中,我们通过调查将拼写元素纳入健身课程订书系统是否对用户在275天(包括基线在内548天)中经常参加健身课(N=52)产生影响,解决这两个问题。此外,我们实施的拼写元素是针对特定的六重用户类型的,使我们能够调查使用合适的拼写元素是否导致更多的课程参与。我们的结果显示,拼写能够极大地增加参加健身课程的人数,而接受一套合适的拼写元素的用户(根据其六重用户类型)比其他人多得多。