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Increasing motivation in social exercise games: personalising gamification elements to player type

Author

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  • Gerry Chan
  • Ali Arya
  • Rita Orji
  • Zhao Zhao
  • Anthony Whitehead

Abstract

Fun and social affiliation are good predictors of long-term intention to use game-based interventions including those for motivating physical activity, yet current player matching algorithms are poor at facilitating social connectedness. In this paper, we report on the results of a study investigating how different player traits are associated with interest in social features of an exercise game for improving player experience through better player matching using common and complementary characteristics. Twelve conceptual scenarios were illustrated using storyboards and data was collected from 196 respondents who rated their attitudes and preferences towards gamification elements. Correlational results showed that all scenarios, except for cutting corners, were perceived as persuasive, enjoyable, engaging and are likely to increase future exercise intention for players who score high on Philanthropist- and Socialiser-oriented traits. Results also showed that many players favour the altruistic donation feature. Furthermore, qualitative results underscore that it is the player's partner that matters more than the players’ personalities. We conclude with practical recommendations for designing more personalised exercise games that can include more socially engaging game mechanics in the future.

Suggested Citation

  • Gerry Chan & Ali Arya & Rita Orji & Zhao Zhao & Anthony Whitehead, 2024. "Increasing motivation in social exercise games: personalising gamification elements to player type," Behaviour and Information Technology, Taylor & Francis Journals, vol. 43(11), pages 2608-2638, August.
  • Handle: RePEc:taf:tbitxx:v:43:y:2024:i:11:p:2608-2638
    DOI: 10.1080/0144929X.2023.2255293
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