dc.contributor.author | Kari, Tuomas | |
dc.contributor.author | Piippo, Jenni | |
dc.contributor.author | Frank, Lauri | |
dc.contributor.author | Makkonen, Markus | |
dc.contributor.author | Moilanen, Panu | |
dc.contributor.editor | Versendaal, Johan | |
dc.contributor.editor | Kittl, C. | |
dc.contributor.editor | Pucihar, Andreja | |
dc.contributor.editor | Borstnar, Mirjana Kljajic | |
dc.date.accessioned | 2016-08-26T09:43:28Z | |
dc.date.available | 2016-08-26T09:43:28Z | |
dc.date.issued | 2016 | |
dc.identifier.citation | Kari, T., Piippo, J., Frank, L., Makkonen, M., & Moilanen, P. (2016). To Gamify or Not to Gamify? : Gamification in Exercise Applications and Its Role in Impacting Exercise Motivation. In J. Versendaal, C. Kittl, A. Pucihar, & M. K. Borstnar (Eds.), <i>BLED 2016 : Proceedings of the 29th Bled eConference "Digital Economy"</i> (pp. 393-405). Moderna organizacija. <a href="http://aisel.aisnet.org/bled2016/20" target="_blank">http://aisel.aisnet.org/bled2016/20</a> | |
dc.identifier.other | CONVID_26102003 | |
dc.identifier.other | TUTKAID_70563 | |
dc.identifier.uri | https://jyx.jyu.fi/handle/123456789/51080 | |
dc.description.abstract | Gamification and different exercise applications have become increasingly popular in
recent years. The common purpose of gamification is to enhance one’s motivation and
engagement to certain activities. Gamification has been commonly understood as the
use of game elements in non-game context. In this paper, we propose a divide between
the process and the experience of gamification. This paper is the first to propose such
division and the results demonstrate its necessity. Gamification exists also in many
exercise applications. The purpose of this study is to explore how the use of an exercise
application affects users’ exercise motivation and behaviour by concentrating
especially on the role of gamification in terms of these effects. Empirically, the study is
based on 11 qualitative interviews. The results show that the use of an exercise
application can enhance the awareness of one’s physical activity and progress, and in
many cases it can also increase one’s motivation to be physically active. Gamification is
found to have potential impact on exercise motivation, although individual differences
occur. | |
dc.language.iso | eng | |
dc.publisher | Moderna organizacija | |
dc.relation.ispartof | BLED 2016 : Proceedings of the 29th Bled eConference "Digital Economy" | |
dc.relation.uri | http://aisel.aisnet.org/bled2016/20 | |
dc.subject.other | exercise application | |
dc.subject.other | eHealth motivation | |
dc.subject.other | process of gamification | |
dc.subject.other | experience of gamification | |
dc.title | To Gamify or Not to Gamify? : Gamification in Exercise Applications and Its Role in Impacting Exercise Motivation | |
dc.type | conferenceObject | |
dc.identifier.urn | URN:NBN:fi:jyu-201608153793 | |
dc.contributor.laitos | Agora Center | fi |
dc.contributor.laitos | Tietojenkäsittelytieteiden laitos | fi |
dc.contributor.laitos | Agora Center | en |
dc.contributor.laitos | Department of Computer Science and Information Systems | en |
dc.contributor.oppiaine | Elektroninen liiketoiminta | |
dc.type.uri | http://purl.org/eprint/type/ConferencePaper | |
dc.date.updated | 2016-08-15T09:15:03Z | |
dc.relation.isbn | 978-961-232-287-8 | |
dc.type.coar | conference paper | |
dc.description.reviewstatus | peerReviewed | |
dc.format.pagerange | 393-405 | |
dc.type.version | acceptedVersion | |
dc.rights.copyright | © The Authors, 2016. This is a final draft version of an article whose final and definitive form has been published in the Proceedings of the 29th Bled eConference "Digital Economy". | |
dc.rights.accesslevel | openAccess | fi |
dc.relation.conference | Bled eConference | |
dc.subject.yso | pelillistäminen | |
dc.subject.yso | liikuntateknologia | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p27310 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p24016 | |