Abstract
Using gamification techniques to intervene in health behaviors is a promising study. The effect of gamification varies considerably between different users. Therefore, our purpose is to understand the effect of user type and health beliefs on the effect of gamification systems. Physical activity applications are studied as an example in this paper. Firstly, we designed storyboards to explain six gamification elements commonly used in the area of encouraging physical activity. Secondly, we conducted an online study (N = 133). We counted subjects’ user type and health belief by using the modified Hexad User Type Scale and HBM scale. Then we measured the perceived persuasiveness of the six gamification elements using the Perceived Persuasiveness Scale. Finally, the results of the correlation test showed a potential influence of health beliefs on the perception of gamification strategies by different users. The novelty of this study is the combination of the health beliefs with the hexad user type model which developed for gamification systems. This complements the existing correlation between Hexad user types and gamification strategies. Our findings may help system developers to select appropriate gamification strategies for different types of users to achieve better health behavior interventions.
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Wen, T., Guo, Y. (2023). Combining Game User Types and Health Beliefs to Explore the Persuasiveness of Gamification Strategies for Fitness Systems. In: Stephanidis, C., Antona, M., Ntoa, S., Salvendy, G. (eds) HCI International 2023 Posters. HCII 2023. Communications in Computer and Information Science, vol 1833. Springer, Cham. https://doi.org/10.1007/978-3-031-35992-7_28
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