TY - GEN
T1 - The Moderator of Gamification of Physical Activities in Older Adults
AU - Chen, Hsi Jen
AU - Wu, Yao Sheng
N1 - Publisher Copyright:
© 2022, Springer Nature Switzerland AG.
PY - 2022
Y1 - 2022
N2 - As the increase of age, many physical and psychological functions of aging and decline are derived. Through appropriate regular exercise, the impact of aging can be delayed. Based on the health problems of the elderly, this study attempts to understand the relationship between motivation and physical activity in older adults through gamification design strategies to help older adults stay healthy. Gamification design strategy is a design strategy that adds game elements in a non-game context, and to create a playing game-like experience to stimulates people's motivations and behaviors. Therefore, we conducted a questionnaire survey of 195 elderly people (over 50 years old) to analyzed the relationship between player motivation and gamification effects, further considering their individual differences such as gender, exercise frequency and game habits. The results shows the elderly people think that autonomy, sense of mission, and sense of accomplishment are all important; change is the least important. The elderly believe that major missions and calls, impact possibilities, development and achievement, social influence and empathy, and creativity and feedback are all important; scarcity and urgency, loss and avoidance are the least important. The elderly who play games agree that the sense of autonomy and accomplishment of the game is higher than that of the elderly who do not play games.
AB - As the increase of age, many physical and psychological functions of aging and decline are derived. Through appropriate regular exercise, the impact of aging can be delayed. Based on the health problems of the elderly, this study attempts to understand the relationship between motivation and physical activity in older adults through gamification design strategies to help older adults stay healthy. Gamification design strategy is a design strategy that adds game elements in a non-game context, and to create a playing game-like experience to stimulates people's motivations and behaviors. Therefore, we conducted a questionnaire survey of 195 elderly people (over 50 years old) to analyzed the relationship between player motivation and gamification effects, further considering their individual differences such as gender, exercise frequency and game habits. The results shows the elderly people think that autonomy, sense of mission, and sense of accomplishment are all important; change is the least important. The elderly believe that major missions and calls, impact possibilities, development and achievement, social influence and empathy, and creativity and feedback are all important; scarcity and urgency, loss and avoidance are the least important. The elderly who play games agree that the sense of autonomy and accomplishment of the game is higher than that of the elderly who do not play games.
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U2 - 10.1007/978-3-031-22131-6_41
DO - 10.1007/978-3-031-22131-6_41
M3 - Conference contribution
AN - SCOPUS:85144403153
SN - 9783031221309
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 556
EP - 566
BT - HCI International 2022 – Late Breaking Papers. Interaction in New Media, Learning and Games - 24th International Conference on Human-Computer Interaction, HCII 2022, Proceedings
A2 - Meiselwitz, Gabriele
A2 - Moallem, Abbas
A2 - Zaphiris, Panayiotis
A2 - Ioannou, Andri
A2 - Ioannou, Andri
A2 - Sottilare, Robert A.
A2 - Schwarz, Jessica
A2 - Fang, Xiaowen
PB - Springer Science and Business Media Deutschland GmbH
T2 - 24th International Conference on Human-Computer Interaction, HCII 2022
Y2 - 26 June 2022 through 1 July 2022
ER -