This document summarizes Dennis Kappen's PhD thesis on using gamification to motivate physical activity in older adults. The research included several phases: interviews and focus groups to understand older adult motivations; a survey study comparing exercise motivations across age groups; design and testing of a gamified physical activity app called Spirit50; and an experimental study comparing the app to a non-gamified version. Key contributions included a framework for exercise motivation technology, guidelines for adaptive gamification engagement of older adults, and a model for analyzing gamification design from player and designer perspectives. The research found gamification improved intrinsic motivation and perceptions of competence, autonomy, and relatedness for exercise in older adults compared to non-gamified approaches.
1. Adaptive Engagement of Older Adults’
Fitness through Gamification
Human-Centric Gamification
Dennis L. Kappen
PhD Thesis Defence
Supervisors: Dr. Lennart E. Nacke, Dr. Pejman Mirza-Babaei
Technology for Active Living
1
3. Purpose and Significance
• Purpose
• Decline in physical activity
• Among adults 55+ only 34% of men and 29% of
women are physically active (Health Canada,
2002)
• Assistive Technology for Active Living
• Significance
• Reduction of 10% in physical inactivity among
Canadians would result in savings of $5 billion.
(Health Canada, 2002)
• Being physically active reduces the risk of many
ailments
3
4. Motivations for the Research
4
Connection between Older Adults, PA
and Technology
5. Research Question
How can gamification elements be used to foster the intrinsic
and extrinsic motivation for physical activity and daily exercise
routines among older adults?
Motivation for
Physical Activity
Physical Activity
Motivational
Affordances
5
6. Key Concepts
Effective
Gamification
EFFECTIVE GAMIFICATION is
influencing behaviour
change through engaging
experiences, using game
design principles in decision-
making applications and
services not related to
gaming [132]
Motivational
Affordances
Adaptive
6
7. MOTIVATIONAL
AFFORDANCES are game
elements which help
foster intrinsic and
extrinsic motives. This
term is used
interchangeably with
Gamification. [104]
Motivational
Affordances
Effective
Gamification
Adaptive
Key Concepts
7
8. ADAPTIVE indicates the
ability of the online
application to be
customized to users’
goals, motivations,
barriers, and current
health. [92][227]
Adaptive
Motivational
Affordances
Effective
Gamification
Key Concepts
8
10. Research Strategy
10
Study
Phases
Phase 1
Semi-structured
Interviews (n=19)
Focus Groups
(n=6)
Phase 2
Survey Study
(n=150)
Phase 3
Spirit50 Design
and User Testing
(n=6)
Phase 4
Experimental
Study
Gamified, non-
gamified, control
(Eight-weeks)
(n=30)
Phase 5
Expert Evaluation
Study
(n=9)
Phase 1 Phase 2 Phase 3 Phase 4 Phase 5
11. Preliminary Studies Phase 1
11
Self Determination Theory (SDT)
Kaleidoscope of Effective Gamification (KEG)
12. Motivation
Long Term
Vague
Goals
Short Term
Specific
Goals
Vague goal Barriers
Current Fitness
Health
High Intensity
Exersise
Medium
Intensity
Exersise
Low Intensity
Exersise
EMTF-1
EMTF-2
Exercise Motivation Technology Framework
Preliminary Studies Phase 1
12
14. Survey Study
• Survey Study (CHI PLAY 2017)
• N=150
• Four age categories based on the PEW
research on gaming technology
• 18-29 (G1 - younger adults), 30-49 (G2 -
middle aged), 50-64 (G3 - older adults),
and 65+ (G4 - Seniors)
• Exercise Motivation Inventory-2 (EMI-2,
51 Item, 14 dimensions) (Markland et al.,
1999)
Phase 2
14
15. Survey Study Phase 2
15
Ill Health Avoidance and Health Pressures
Significant difference between the groups in these two
dimensions
16. • Types of Feedback • PA Motivation
Survey Study Phase 2
16
PA Motivation
Older adults (50-64), and seniors (65+) were motivated by the
steps completed, distance travelled compared to badges, and
progression by younger adults, and calories and progression
for middle-aged adults
Types of Feedback
Older adults (50-64), and seniors (65+) preferred step counts,
distance travelled and time taken as opposed to calories
heart-rate preferred by younger and middle-aged adults
17. • Facilitating Goals for PA • Continuance of PA
Survey Study Phase 2
17
Facilitating Goals for PA
While all four age-groups wanted specific goals, distance
travelled and challenges were favoured by older adults (50-
64) and seniors (65+)
Continuance of PA
Older adults (50-64) preferred goals and distance travelled,
Seniors (65+) preferred feedback and progression information,
compared to badges and goals and feedback of time taken by
younger and middle-aged adults
19. Spirit50 Design and Development
Knowledge Based Gamified System
Gamification Elements
Goals (Fitness Quests), Daily challenges (sub-goals), Levels, Progression
meter, Points, and badges (stars)
Spirit50 Design and Development Phase 3
19
21. • Synchronous, three condition (gamified, non-
gamified, control)
• Eight-week study
• Active older adults (50+)
• 10 participants/group
• 80 data points/group
• Intrinsic Motivation Inventory (IMI)
• Psychological Need Satisfaction in Exercise
(PNSE)
• Interviews
• Inclusion Criteria
Experimental Study Phase 4
21
100 Interviews + email responses
240 instances of the IMI and PNSE
22. • Participants
• Active lifestyle
• Physical Activity Readiness Questionnaire
(PAR-Q) document
• International Physical Activity Questionnaire
(IPAQ) Low, Moderate and High PA levels
Experimental Study Phase 4
22
24. Experimental Study Phase 4
Mixed Method:
Interviews
Quantitative analysis (IMI, PNSE)
• Grounded Theory Method (GTM) was
used to code transcripts line-by-line
• Break up data into its component
parts or properties
• Open coding to identify the
interpreted meaning of the interview
data
• Axial Codes explicated actions to
meanings
Source:
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24
25. Motivation
Autonomy: Accomplishing a Goal,
Inspired by progress, making a
commitment, taking simple steps to a
harder task ; helped in overcoming
fears of inability
Simplicity helped with
stress-relieving, mind-
body optimization, fun
of accomplishment
Competence: Challenging Activities:
higher intensities, new exercise
routines, exercises anywhere anytime,
reassurance of progression and
validation of effort
Reassurance helped to
do more PA, vlue of
simple routines,
recognising deficiencies
Easy Access to Resources: Virtual
coaching, reminisce on app exercise
routines, overcome loneliness through
virtual connections
Flexibility of usage,
easy to remember,
added routine,
comparisons
Combining types of exercises, intensity
levels, competing with others,
endurance, flexibility
and strengthening
Evidential Chain (Miles, Huberman and Saldana, 2014. Drawing and
Verifying Conclusions. In Qualitative Data Analysis: A Methods Sourcebook. 275–322)
Experimental Study Phase 4
25
26. Setting up Goals
Combining types of exercises,
intensity levels, competing with
others,
endurance, flexibility
and strengthening
Commitment to a schedule,
improving on deficiencies,
increasing challenges progressively
self-regulation of
routines
Measuring progress through
motivational affordances
becoming aware of
progression, achieving
points and stars
Accomplishments
Feeling of ability to do more,
doing more to overcome
deficiencies, improving ability
feeling energetic, doin
it better, increasing
intensity of routines,
progression
Doing more difficult challenges,
improving body conditioning
mental satisfaction
not out of breath,
bragging rights for
wall push-ups
Feeling validated for efforts,
improving confidence, check
marking of activities
(completion status)
greater energy,
measuring progress,
tracking improvement
relieveing stress, point
badges, progress mete
intangible rewards:
mental satisfaction,
Phase 4
Evidential Chain (Miles, Huberman and Saldana, 2014. Drawing and
Verifying Conclusions. In Qualitative Data Analysis: A Methods Sourcebook. 275–322) 26
27. Rewards
Immediate rewards, completing
an activity, validation of effort
through points, badges, stars,
level completion, results of
efforts
intangible rewards:
mental satisfaction,
feeling better, feeling
good on completion
tanbible rewards, waist
size, weight losss, slim
figure
long term rewards, freedom of
usage, better health, feeling of
being able to do better
intangible rewards: self-
awareness, increased
confidence, sense of
acconplishment
tangible rewards, better
heath, realizing
challenges with health
Tracking
completion status, points
earned, challenges achieved
progression status, achievement
status, increased challenges,
points and stars
Phase 4
Evidential Chain (Miles, Huberman and Saldana, 2014. Drawing and
Verifying Conclusions. In Qualitative Data Analysis: A Methods Sourcebook. 275–322) 27
28. Gamified
Technology
Facilitation
of PA
Motivation
Setting up Goals
Combining types of exercises,
intensity levels, competing with
others
Commitment to a schedule,
improving on deficiencies,
increasing challenges progressively
Measuring progress through
motivational affordances
Accomplishments
Feeling of ability to do more,
doing more to overcome
deficiencies, improving ability
Doing more difficult challenges,
improving body conditioning
Feeling validated for efforts,
improving confidence, check
marking of activities
(completion status)
Rewards
Tracking
Phase 4
28
29. • Overall needs satisfaction for exercise (PNSE)
indicated significance for perceived competence,
perceived autonomy and perceived relatedness
Congruence between Qualitative
and Quantitative Analysis
Phase 4
• The Jonckheere-Terpstra test, revealed rising
medians towards the gamified group for
dimensions relating to interest/enjoyment,
perceived competence (for interventions),
effort/importance, perceived choice and
value/usefulness.
29
30. • Expert Evaluation
• Review the technology
mapping with experts
• Evaluate motivational
affordances in the
context of older adults
PA
• Usefulness,
applicability and ease
of use of the PA
technology (Spirit50)
for older adults
• Experts used
• Heuristics Evaluation
for Gameful (HEG)
Applications (Tondello
et al., 2016)
• Long form
Questionnaires
• Spirit50
Expert Evaluation Study Phase 5
30
32. 32
Kaleidoscope of
Effective
Gamification (KEG)
Kappen, D.L. and Nacke, L.E. The
Kaleidoscope of Effective
Gamification : Deconstructing
Gamification in Business
Applications. Gamification 2013,
(2013), 119–122.
Contribution #1:
Kaleidoscope of Effective Gamification
(KEG): Design – Analytic Model
33. 33
Kaleidoscope of
Effective
Gamification (KEG)
Kappen, D.L. and Nacke, L.E. The
Kaleidoscope of Effective
Gamification : Deconstructing
Gamification in Business
Applications. Gamification 2013,
(2013), 119–122.
Contribution #1:
Kaleidoscope of Effective Gamification
(KEG): Design – Analytic Model
35. 1. Fostering Physical Activity (PA)
through intrinsic motivation elements
of older adults for PA
2. Fostering PA through extrinsic
motivation elements
3. Encouragement through feedback
cycle elements
Contribution #3:
Adaptive Engagement using Gamification
35
36. Contribution #3:
Adaptive Engagement using Gamification: 1
• Attainable goals
• Challenges mirroring
ability
• Choice of exercise types
• Choice of intensity
adjustments
• Increased agency
• Inspiring curiosity
• Interjecting
unpredictability
• Facilitating spontaneity
and instantaneous
gratification
• Freedom of usage and
habit formation
• Facilitating competency
• Social facilitation
Intrinsic Motivation Elements
36
38. Contribution #3:
Adaptive Engagement using Gamification: 3
• Correctness of form
• Encouragement through
praise
• Performance
characteristics
• Onboarding and
education
• Visual representation of
progression
Feedback Cycle Elements
38
39. Conclusion
• Contributions to human-computer interaction:
• the development of Adaptive Engagement
Guidelines for PA technology for older adults.
• the Exercise Motivation Technology
Framework (EMTF) - a framework to aid in the
design and development of PA technology for
older adults, and
• the Kaleidoscope of Effective Gamification
(KEG) - a design and analysis tool for helping
designers design and develop gamified apps.
39
40. 40
Thank You
Publications
1. Chapter 2: Dennis L. Kappen, Pejman Mirza-Babaei and Lennart E. Nacke. Older
Adults’ Physical Activity and Exergames: A Systematic Review. International
Journal of Human-Computer Interaction– 54 pages.
2. Chapter 3: Dennis L. Kappen, Jens Johannsmeier, and Lennart E. Nacke. 2013.
Deconstructing “Gamified” Task-Management Applications. In Proceedings of
Gamification 2013. 1–4.
3. Chapter 3: Dennis L. Kappen and Lennart E. Nacke. 2013. The Kaleidoscope of
Effective Gamification: Deconstructing Gamification in Business Applications. In
Proceedings of Gamification 2013. 119–122.
4. Chapter 5: Dennis L. Kappen, Lennart E. Nacke, Kathrin M. Gerling, and Lia E.
Tsotsos. 2016. Design Strategies for Gamified Physical Activity Applications for
Older Adults. In Proceedings of the Annual Hawaii International Conference on
System Sciences-49. 1309–18.
5. Chapter 6: Dennis L. Kappen, Pejman Mirza-Babaei and Lennart E. Nacke.
Gamification through the Application of Motivational Affordances for Physical
Activity Technology. In Proc. of CHI PLAY ’17- 12 pages
41. 41
Thank You
Publications
6. Dennis L. Kappen, John Gregory, Daniel Stepchenko, Rina R. Wehbe, and Lennart
E. Nacke. 2013. Exploring Social Interaction in Co-located multiplayer games. In
CHI ’13 Extended Abstracts on Human Factors in Computing Systems. CHI EA
’13. New York, NY, USA: ACM, 1119–1124. DOI: 10.1145/2468356.2468556
7. Dennis L. Kappen. 2015. Adaptive Engagement of Older Adults’ Fitness through
Gamification. In Proc. of CHI PLAY 2015 (Doctoral Consortium). 141-148
8. Dennis L. Kappen, Pejman Mirza-Babaei, Jens Johannsmeier, Daniel Buckstein,
James Robb, and Lennart E. Nacke. 2014. Engaged by Boos and Cheers: The Effect
of Co-Located Game Audiences on Social Player Experience. In Proc. of CHI PLAY
’14. 151–160.
Under Review
1. Chapter 7: Dennis L. Kappen, Pejman Mirza-Babaei and Lennart E. Nacke. Older
Adults’ Physical Activity Gamification: An Experimental Study. Under review for a
Conference Proceeding – 10 pages..
Welcome to my PhD presentation on Adaptive Engagement of Older Adults’ Fitness through Gamification which identifies frameworks and guidelines for designing technology for active living
I want to present to you three important takeaways from my dissertation:
1) The Kaleidoscope of Effective Gamification; a design and analytical model for designers building gamification technology
2) The Revised Exercise Motivation Technology Framework, a model to build physical activity technology apps for older adults
3) And the Guidelines for Adaptive Engagement.
These together form the three main contributions for designing Technology for active living.
What was the motivation behind this? According to Health Canada Statistics; 1 in 10 Canadians is an older adult
This number will double by 2021
There is a Steady Decline in physical activity due to lack of motivation, ailments and ability
Among adults 55+ only 34% of men and 29% of women are physically active (Health Canada, 2002)
Reduction of 10% in physical inactivity among Canadians would result in savings of $5 billion in discounted lifetime costs for medical care, sick leave and lost revenues from taxes resulting from premature mortality.
Being physically active reduces the risk of many ailments such as heart disease, fall and injuries, obesity, high blood pressure, adult-onset diabetes, osteoporosis, stroke, depression, colon cancer and premature death.
How can technology be used effectively to help this demographic to initiate, maintain and adhere to their physical activity. I am focusing on the technology usage for physical activity of active older adults to help them maintain, continue and adhere to their physical activities.
It has been shown that gamified and persuasive systems can be used to motivate people to adopt desirable behavior.
Most gamified systems and frameworks have been focused on young adults.
However whether gamified systems work and how it can be designed for older adults is relatively new and unknown......
The usable knowledge of gaming in the general population is not currently translated or applied well to the aging population
Specifically, there is a need to build technology that will engage older adults in improving their physical activity which will help reduce the lessening mobility that often comes with aging
http://www.hindustantimes.com/health-and-fitness/addicted-to-playing-video-games-you-may-be-avoiding-depression/story-57cJchF6Co4J4D5Y42wlkK.html
Based on this, the overarching research question in the triangulation of Motivation for PA, Physical Activity and Motivational affordances was:
How can gamification elements be used to foster the intrinsic and extrinsic motivation for physical activity and daily exercise routines among older adults?
In the context of this dissertation a few key concepts are:
While gamification is using game elements in non game contexts; Effective gamification is influencing behaviour change through engaging experiences, using game design principles to make mundane activities more playful
Motivational affordances are game elements which help foster intrinsic and extrinsic motives. This term is used interchangeably with gamification.
The term adaptive may have multiple meanings in computer science, in the context of this PhD research, adaptive indicates the ability of the online application to be customized to users’ goals, motivations, barriers, and current health.
Gamification technology has helped with behaviour change, improve engagement, interject fun and encourage repetitive actions to facilitate intrinsic motivation using gamification elements or motivational affordances and extrinsic motivations
However how to bridge the gap between research and commercialization is a bigger challenge
My research investigation was achieved in five phases, which we will look at briefly
Phase 1 comprised of
Preliminary Studies where I analysed a set of 19 interviews with older adults in the research space of physical activity and technology. This research led to paper on Design Strategies for Older adults and gamification which was published.
Semi-structured interviews: (n=19), at CER-Sheridan College (NSERC)
I also conducted Focus groups: n=6, combined fitness trainers and older adults
Analysed data based on the combination of SDT and KEG, This categorization of PA motivation was based on thematic analysis of qualitative data using SDT and KEG.
Findings categorized PA motivation into:
Long-term goals (vague-goals)
Short-term goals (specific goals)
Barriers for PA
Current health conditions
Defining purpose for activities
And Designing to abilities
*****************************************
Fear of age-related changes, physical impairments, and feeling of being unable to do daily PA or exercise routines was a motivator to do PA.
Engagement in PA can be improved based on defining the purpose of the exercise routines, customization of exercise routines, independence and ability to do the routines.
Accountability, staying on track and social validation, were key characteristics that helped foster intrinsic motivation for PA.
While needs and wants are specific to demographics under consideration, age-related physical limitations and impairments indicated micro-level differentiation of older adults PA motivation as discussed in the design strategies for gamified PA [128].
Tangible and intangible rewards helped to foster PA motivation.
The Detailed categorization of needs and wants of older adults PA motivation enabled the design of the Exercise Motivation Technology Framework (EMTF), specific to gamified PA technology.
Where the evidence pointed to motivation to be classified into long-term goals (vague-goals) , and short term goals (specific goals)
Vague goals have barriers (physical or mental) associations, furthermore current fitness health conditions related to barriers and led to the differentiation of exercise into high medium and low intensity exercises.
Additionally, exercise intensities and body part area conditions led to further differentiation into exercise types for strength, endurance and flexibility.
The categorizations of the older adults’ exercise motivations (EMTF-1), the dependencies of vague goals to exercise intensity (EMTF-2) and the relation between BPA, exercise intensities and exercise type (EMTF-3) forms the EMTF
This also set the foundation to build a knowledge database, and knowledge based gamified expert system for Phase 3
Phase 2 was a Survey Study to investigate preferences for Motivational Affordances in different age groups
This phase was carried out to investigate the first research question:
Are there differences in motivation to participate in PA between adults from different age groups?
I used the Exercise Motivation Inventory-2 developed by Markland (1999) for this survey.
The EMI comprises 14 dimensions labelled: Stress Management, Revitalization, Enjoyment, challenge, social recognition, affiliation, competition, Health pressures, Ill-health avoidance, Positive health, weight management, appearance, strength and endurance, nimbleness.
Talk about effect size “r”
Results were critical because For the Exercise Motivation Inventory, significant differences between groups were seen for the dimensions of Ill Health Avoidance and Health pressures.
The second research question in the Survey study was
Does the choice of motivational affordances change with age between the groups?
This was to investigate if preferences of motivational affordances changed between age groups and explore motivational affordances for older adults (age 50+) and Seniors (age 65+) compared to younger and middle-aged adults.
These were derived from long form questions where respondents answered the following five questions:
What types of feedback do you look for in an app to help you with PA?
Can you suggest attributes in the app that could motivate you to participate in PA?
Can you suggest attributes in the app that do not motivate (negative attributes) you to participate in PA?
Can you suggest attributes in the app which could help facilitate goals for PA?
Can you suggest any attributes which could help you continue to participate in physical activity sessions over a longer period of time?
These led to age-differentiated guidelines as explained in detail on page 90-91 of the Report.
In Phase 3, I developed Spirit50 a knowledge based gamified system at UOIT under an NCERC grant with a team comprising of a programmer, fitness expert, database expert.
The Knowledge database was developed in conjunction with a fitness trainer with more than 17 years of experience training older adults above 50 years of age.
This knowledge based gamified system had 10 vague goals defined, 3 specific goals, and three exercise intensity levels incorporated over an 8 week period. It had 1600 plus exercise routines incorporated in the system to customize roadmaps for an eight week period.
These are a few screen shots of the gamified system which incorporated gamification elements such as Goals (Fitness Quests), Daily challenges (sub-goals), Levels, Progression meter, Points, and badges (stars)
Participants received a fitness roadmap for
Phase 4 was an Experimental Study
Synchronous, three condition (gamified, non-gamified, control)
Eight-week study
10 participants/group
80 data points/group
Intrinsic Motivation Inventory (IMI)
45 Items; 7 dimensions
Psychological Need Satisfaction in Exercise (PNSE)
Weekly Interviews
Inclusion Criteria
We chose active older adults, 50 years and above for this study,
****************************************************************************************
Intrinsic Motivation Inventory (IMI)
45 Items; 7 dimensions
Interest/enjoyment
Perceived competence
Effort Importance
Pressure Tension
Perceived Choice
Value Usefulness
Relatedness
Psychological need satisfaction in exercise, self report instrument; 18 items , 3 dimensions
Perceived competence
Perceived autonomy
Perceived relatedness
Based on the Inclusion Criteria
Participants were to have an active lifestyle
Satisfy the Physical Activity Readiness – Questionnaire (PAR-Q)
Fill in the International Physical Activity Questionnaire (IPAQ)
The IPAQ instrument helped to identify the current baseline intensity levels of participants based on metabolic equivalent tasks (MET) recorded by participants’ during the past seven days prior to the start of the eight-week study.
Essentially the MET score of an activity is multiplied by the minutes of the performed activity and is expressed in multiples of the resting metabolic rate [116].
The MET scores from long form questionnaire established PA levels of participants over the past seven days across four domains: work, active transportation, domestic and garden (yard work), and leisure time.
The IPAQ quantifies MET scores that relate to populations activity levels and is categorized as low, moderate (at least 600 MET-minutes/week) and high (physical activity of at least 3000 MET-minutes/week) [98,116]
Participants who were having an active lifestyle qualified by the were randomly assigned into the three groups: Group 1, Group 2 and Group 3.
Six question Groups
What was your motivation to do the physical activities or exercises this week?
Where there any triggers that helped, you be motivated to do these this week?
With regards to physical activity, how do you set up of decide on goals to help you do PA or exercises?
Were there any accomplishments or feeling of accomplishment this week (completion of a task is also an accomplishment)?
With regards to PA, were there any fears or barriers that you faced this week?
Were there any rewards (tangible or intangible) that you received or felt/received this week?
What kinds of tracking information or feedback would you have liked to receive?
For Interviews:
Grounded theory method (GTM) was used to code the transcripts line by line and break up the data into its component parts or properties [46,51].
Open coding was done on each sentence of the transcripts to identify the interpreted meaning of the interview data into phrases that represented each sentence by the participant [51].
Characteristics of the meaning of these codes were also notated in the Excel file identifying the properties of the code.
These codes essentially explicated actions to meanings [46,78] of participant responses. The above process was done for all participant responses for each of the six questions. These properties and open coding for the six questions are indicated in the appendix (section 12.11).
For a Technology facilitation of PA, based on qualitative analysis, I illustrate the evidential chain [162] indicating the justification of gamified PA technology for older adults (Figure 13). This analysis provides evidence of technology influencing PA.
For PA Motivation, the app encouraged users to work towards Goals, work towards progress, reassurance with smaller steps in the app, ability to replay the steps to overcome fears.
Competence was fostered by different activities in the app, and higher intensity levels in the app, new routines
Relatedness was fostered by connecting with the trainer in an online setting, virtual coaching and virtual connections to overcome loneliness.
Setting up Goals: combining types of exercises and intensity levels. App helping to force a commitment to a schedule, improving on deficiencies, and enabling to increase challenges progressively through the app.
Measuring progress via the progression meter and becoming aware of progression, fostered setting up of goals
In the same vein: the App fostered the ability to do more, and improve on performance, try difficult challenge options in the app, and feeling validated for efforts in the form of check marking of exercise routines, and receiving points and stars helped with the accomplishments aspect of the PA technology.
Rewards were fostered on an instantaneous gratification level through (feeling good on completion, check-marks, points and stars) and daily level completion.
Long term rewards were freedom of usage anywhere and anytime, and being able to do better as seen from the progression meter…
App fostered PA through completion status, points earned, challenges achieved, progression status, achievement status, increased challenges, points and stars for validation of effort.
This evidential chain indicates that triggers for PA motivation, and setting up Goals, were facilitated through motivational affordances discussed.
Outcomes of PA such as Accomplishments, rewards and tracking were fostered through in-App affordances…
Overall needs satisfaction for exercise (PNSE) indicated significance for perceived competence, perceived autonomy and perceived relatedness
The Jonckheere-Terpstra test, used to compare trends between the groups, also revealed rising medians towards the gamified group for dimensions relating to interest/enjoyment, perceived competence (for interventions), effort/importance, perceived choice and value/usefulness.
This result is also similar based on the axial codes that emerged from the qualitative analysis indicated in the evidential chain mapping ( Figure 13) that the gamified group participants showed interest and enjoyment by the following: improving on their deficiencies, increasing challenges progressively, indicated perceived competence through increasing challenges progressively, feeling of the ability to do more and increasing difficulty levels, feeling importance of effort/importance by feeling validated for their efforts, measuring progress and improvement in body conditioning. Perceived choice was afforded by the ability to select goals and challenges, self-regulation of routines and flexibility of usage. Furthermore, value/usefulness was afforded by feeling energetic, wanting to do more, improved confidence and improving ability.
The results of the follow-up tests in the quantitative analysis for needs satisfaction for exercise (PNSE) indicated significant results between the gamified group and non-gamified for perceived competence, and between the gamified and control group for the same dimension. This was also similar to the axial codes emerging from the qualitative analysis indicating that participants in the gamified group felt that a scheduled program with daily achievements and challenges with motivational affordances like points and stars (rewards) helped them feel that there was validation of their efforts, and provided constant monitoring of their progress.
The Spirit50 app had minimal social interaction options included for testing and therefore it was surprising to note that the gamified group indicated significant difference from non-gamified and control group for the relatedness dimension. In comparing the qualitative data from the gamified group, many participants indicated that they could see the potential of social interactions with other online participants of the app and in their own daily life.
Expert Evaluation was conducted to
Review the technology mapping with experts in the context of older adults using the
motivational affordances
Usefulness, applicability and ease of use of PA technology for older adults
Experts used
Heuristics Evaluation for Gameful applications(HEG) – a heuristic toolkit, designed for gamification applications
Long form Questionnaires
Spirit50 was used to provide context to the evaluation
Nine experts (F=1, M=8) representing gamification (n = 5), games user research (n = 2), human computer interaction (n = 2). Seven of them had Masters Degrees and two held Doctorates. Five experts averaged four years and six months of expertise in gamification or gameful design. The most experienced expert had more than seven years’ experience, while the least experienced was two years.
Spirit50 incorporated the following gamification elements (motivational affordances): goal definition (quest), daily challenges, goal progression meter, points and badges (stars), roadmaps, daily challenges weekly challenges and accolades for completing activities as motivational affordances (gamification).
Experts indicated fostering intrinsic and extrinsic motivation to increase the engagement of older adults to participate in PA.
QCA and quantitative analysis of the expert evaluation indicated that gamification elements contributed to fostering intrinsic motivation amongst older adults because it afforded PA through the usage of gamification elements like goals (quests), challenges, achievements and task completion specific exercise routines on a daily basis leading to an eight-week fitness program.
Experts suggested the addition of sub-goals, graphical progression meters, collaborative community building, and deployment of the design on mobile devices such as smartphones and tablets for facilitating autonomy, relatedness, and increased portability respectively for older adults PA.
This is reason why I developed the Kaleidoscope of Effective Gamification, a design lens which combined the self determination theory and gamification elements to help designers build gamification technology
There is a player viewpoint on the left and a designer viewpoint on the right…where to achieve effective gamification,
You must identify the intrinsic motivation that drives the demographic, design the experience to foster the motivation
Design the interaction paradigms to improve the experience using game design elements and interject fun to make the app engaging.
All these layers in design work iteratively.
I used this model to design a Gamified Physical activity app for adults over 50 years of age which was used in Phase 2 as an analytic model and in Phase 3 as a design lens to build the gamification artifact.
Based on the five phases this is the Revised Exercise Motivation Technology Framework which represents the integration of desirability, customization and motivational affordances to foster PA among older adults.
This provides a framework for developing algorithms to incorporate PA actionable gamified platforms for older adults.
This thesis demonstrates that the experiential aspect of adaptive engagement in PA for older adults can be achieved in the following three steps:
Fostering Physical Activity through intrinsic motivation elements of older adults for PA
Fostering PA through extrinsic motivation elements,
Encouragement through feedback cycle elements.
This thesis demonstrates the use of gamification elements as motivational affordances to improve the experience of PA for older adults by enabling goal selection, selection of challenges, focussed iterative and incremental task completion steps, and progression along the path of the selected quest.
Intrinsic Motivation Elements
Guidelines
Attainable goals: Understanding the ability that is specific on an individual level should be the focus of PA goals (quests).
Challenges mirroring ability: Increasing challenges progressively to reflect the individual’s ability so that it inspires confidence and provides a sense of accomplishment.
Increased agency: Challenges and levels should provide older adults with the feeling of a sense of being in control of their bodies based on their own physical limitations.
Choice of types of exercises: Combining activities to provide exercise and PA that improve endurance, flexibility, strength training within an indoor and outdoor environment.
Choice of intensity increases or decreases: Gamification of PA activities should have provisions of trying out new challenges or change the intensity level so that the activity feels like a challenge or have the potential of downgrading the challenge.
Inspiring curiosity: Gamification elements should provide the opportunity to provide a mystery PA module for older adults to try out for a new reward.
Interjecting unpredictability: The opportunity to do random PA activities to increase levels and rewards fosters the element of engaged participation.
Facilitating spontaneity and instantaneous gratification: Include elements that allow for spontaneous PA and instantaneous gratification in the form of feeling the burn, completion, achievement as internalised rewards.
Freedom of usage and habit formation: Allowing the possibility of activities to be done anywhere and anytime with simplicity and memorability to help with habit formation.
Facilitating competency: Providing challenges that help promote health benefits and increased mental satisfaction.
Social facilitation: Providing the possibility for older adults to share and post achievements, challenges with specific routines.
Extrinsic Motivation Guidelines
Attainable rewards: Challenges should provide the opportunity of instantaneous rewards while scaffolding to inspire active participation. It gives older adults the feeling of satisfaction that certain tasks and milestones are achievable based on their ability, rewarded and measurable.
Validation of efforts: While receiving points and stars seemed frivolous, its attainment after doing PA activity provided a sense of validation of one’s efforts.
Progression reflecting ability: Progression should show the competence of older adults in being able to do a specific level to afford a sense of accomplishment.
Progression reflecting efforts: Combining activities to offer exercise activities that provide endurance, flexibility, and strength training within an indoor and outdoor environment.
Highlighting achievements : Providing badges and points that help to showcase their achievements and completion of difficult challenges.
Intangible rewards: Rewarding ability to perform the tasks and complete the tasks and providing the opportunity for bragging rights, recognition, as well as achievement levels will contribute to engagement and enjoyment of the PA activity.
Tangible rewards: Facilitate usage of experience points earned to be redeemed for ancillary contexts such as diet plans, fitness plans, fitness gear, books and competitions.
Feedback Cycle Elements Guidelines
Correctness of form: Real-time feedback on posture correction, gait and correctness of stance when doing the exercise routines is a difficult technology challenge, but was desired by many older adults for increased participation.
Performance characteristics: The possibility of providing feedback on reps and steps, speed of completion, and tracking metrics such as calorie burn, heart rate, weight loss provides increased engagement
Encouragement through praise: Real-time feedback in the form of praise and checkmarks for task completion through the gamification app will help to reassure older adults
Visual representation of progression: Progression representation of daily, weekly and monthly indicating competence in all or specific activities in a graph format is more easily understandable by older adults
Onboarding and education: Older adults should have the opportunity to overcome challenges with understanding game, gaming and gamification terminology through training and education modules of the gamification app
This dissertation makes significant contributions to human-computer interaction by:
the development of Adaptive Engagement Guidelines for PA technology for older adults.
the Exercise Motivation Technology Framework (EMFT) - a framework to aid in the design and development of PA technology for older adults, and
the Kaleidoscope of Effective Gamification (KEG) - a design and analysis tool for helping designers design and develop gamified apps.
I thank you for your attention. Since my Thesis submission, two more papers under review have been accepted to a journal and a conference.
This brings my publications to 4 full papers and 4 short papers as first author; and 5 papers as second author. To a total of 13 publications.
Thank you again and
I open the floor for questions and discussions
I thank you for your attention. Since my Thesis submission, two more papers under review have been accepted to a journal and a conference.
This brings my publications to 4 full papers and 4 short papers as first author; and 5 papers as second author. To a total of 13 publications.
Thank you again and
I open the floor for questions and discussions