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dc.contributor.authorKari, Tuomas
dc.contributor.authorPiippo, Jenni
dc.contributor.authorFrank, Lauri
dc.contributor.authorMakkonen, Markus
dc.contributor.authorMoilanen, Panu
dc.contributor.editorVersendaal, Johan
dc.contributor.editorKittl, C.
dc.contributor.editorPucihar, Andreja
dc.contributor.editorBorstnar, Mirjana Kljajic
dc.date.accessioned2016-08-26T09:43:28Z
dc.date.available2016-08-26T09:43:28Z
dc.date.issued2016
dc.identifier.citationKari, 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.otherCONVID_26102003
dc.identifier.otherTUTKAID_70563
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/51080
dc.description.abstractGamification 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.isoeng
dc.publisherModerna organizacija
dc.relation.ispartofBLED 2016 : Proceedings of the 29th Bled eConference "Digital Economy"
dc.relation.urihttp://aisel.aisnet.org/bled2016/20
dc.subject.otherexercise application
dc.subject.othereHealth motivation
dc.subject.otherprocess of gamification
dc.subject.otherexperience of gamification
dc.titleTo Gamify or Not to Gamify? : Gamification in Exercise Applications and Its Role in Impacting Exercise Motivation
dc.typeconferenceObject
dc.identifier.urnURN:NBN:fi:jyu-201608153793
dc.contributor.laitosAgora Centerfi
dc.contributor.laitosTietojenkäsittelytieteiden laitosfi
dc.contributor.laitosAgora Centeren
dc.contributor.laitosDepartment of Computer Science and Information Systemsen
dc.contributor.oppiaineElektroninen liiketoiminta
dc.type.urihttp://purl.org/eprint/type/ConferencePaper
dc.date.updated2016-08-15T09:15:03Z
dc.relation.isbn978-961-232-287-8
dc.type.coarconference paper
dc.description.reviewstatuspeerReviewed
dc.format.pagerange393-405
dc.type.versionacceptedVersion
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.accesslevelopenAccessfi
dc.relation.conferenceBled eConference
dc.subject.ysopelillistäminen
dc.subject.ysoliikuntateknologia
jyx.subject.urihttp://www.yso.fi/onto/yso/p27310
jyx.subject.urihttp://www.yso.fi/onto/yso/p24016


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