Proceedings of the 51st Hawaii International Conference on System Sciences | 2018
Gamification of Older Adults’ Physical Activity: An Eight-Week Study
Dennis L. Kappen
Humber College and
University of Ontario Institute
of Technology, Canada
dennis.kappen@humber.ca
Pejman Mirza-Babaei
University of Ontario Institute
of Technology, Canada
pejman.m@acm.org
Abstract
Designing fitness programs to combat a sedentary
lifestyle and foster older adults’ motivation and goalsetting is not yet well-understood beyond point-based
systems. To improve older adults’ (over 50 years) health
and wellness, we studied a gamified physical activity intervention over eight weeks in an experiment (N=30)
with three conditions (gamified, non-gamified, control).
Our qualitative analysis showed the gamified group exhibited more engagement and interest in performing
physical activity facilitated by technology. Results from
our quantitative analysis indicated significance in the
perceived competence dimension compared to the nongamified and the control group. Perceived autonomy
was significant for the non-gamified group against the
control group. The findings from qualitative and quantitative analysis show motivation, enjoyment, and engagement were higher in the gamified group. This provides support for successfully facilitating older adults’
physical activity through gamified technology, which
helped us create guidelines for older adults’ adaptive
engagement.
1. Introduction
Older adults are trying to lead healthy lifestyles because humans, specifically in Western societies, are living longer than at any other time in history [1] while
maintaining physical and mental wellness. Participation
in recreational activities, such as playing digital games
or technology-supported exercising contributes to improving older adults’ quality of life [41].
Game-based technology that makes mundane tasks
more interesting and playful by appealing to our emotions is becoming more popular. This is also known as
gamification, which is the process of using game design
principles [30] in non-game contexts [16,26]. Research
suggests that gamified fitness applications are one way
to engage people in regular physical activity (PA) [40].
However, not all older adults are physically active in the
same way, and they often face more substantial cognitive and physical challenges compared to a younger
population.
URI: http://hdl.handle.net/10125/50036
ISBN: 978-0-9981331-1-9
(CC BY-NC-ND 4.0)
Lennart E. Nacke
HCI Games Group
University of Waterloo
Canada
lennart.nacke@acm.org
This paper addresses the problem of investigating
the disenchantment of older adults with PA, reasons for
their lack of engagement with PA, and contributes motivational affordances for PA technology. We conducted
an experimental eight-week study that was a synchronous, three-condition (gamified, non-gamified, control),
with a total of 30 participants. Results of the qualitative
analysis indicated that technology facilitation of PA was
prevalent in the gamified and the non-gamified groups
of participants. From a technology artifact perspective,
results also indicated granular categorizations for PA
motivation, setting up goals, feeling of accomplishments, rewards, and tracking of PA. Quantitative analysis of the data also yielded significant differences between the groups with higher engagement for gamified
and non-gamified groups. These results indicated that
technology facilitation of PA can be achieved through
the usage of motivational affordances as behavior
change technologies using the gamification construct.
2. Related Work
Older adults’ motivation for PA and their attitudes
and perceptions towards PA technology are both critical
for our investigation. Thus, we reviewed literature on
PA motivation, and gamified PA interventions facilitated by technology for older adults. Motivational affordances, a term that is used interchangeably with
gamification elements (like challenges, actions,
achievements, reward mechanisms, and social interaction elements [23,51]), are elements supporting intrinsic
and extrinsic PA motives [24–26] in our study. We investigate the impact of motivational affordances
through gamified technology for older adults.
2.1.
Motivation for Physical Activity
Older adults’ PA motivation is greatly influenced by
their age-related impairments (decreased motor skills,
balance issues, poor posture) and health-related challenges (coronary disease, osteoporosis, arthritis, emotional loneliness, minimized cognitive functions)
[12,19,53]. Motivation to engage in PA is influenced by
their own personalities, attitudes towards technology
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and social interaction [37]. Currently, we lack guidelines for designing and tailoring PA programs for older
adults from a motivation-and-goals systems view compared to rewards-based systems [25,31,48].
Much research on older adults and PA motivation is
available; however, research that triangulates older
adults’ PA, PA motivation, and motivational affordances is limited. This investigation fills that gap.
While older adults above age 65 have been categorized
as seniors or elderly, many studies on physical activity
interventions have qualified older adults to be 50 years
and older [34–36,57]. One of the many reasons for this
is because many individuals ≥50 years are physically inactive and do not meet the national guidelines for PA
[5]. Motivation of older adults to participate in PA has
been studied by many researchers [2,9,12,45,53,54];
however, limited research has been done on motivation
as part of technology facilitation for older adults’ PA.
A long-term efficacy study of computer-tailored PA
interventions for older adults carried out on adults over
50 years’ age were effective in inducing long -term behavioral changes of older adults [55]. Efficacy of printbased interventions were stronger than web-based interventions over a 12-month period in adults over 50 years
of age indicated the need for improved web-based interventions for better sustainability [49]. Research indicates the increase in population aged 50 to 64 years to
be more adept at using web applications and technology
artifacts [29,33,44]. Thus, novel strategies like gamification should be explored in PA domains.
2.2.
Gamified PA Interventions
While prior research indicated the relevance of intrinsic motivations in traditional PA [13,38], preliminary studies investigating motivations of older adults’
towards technology-facilitated PA, indicated the impact
of intrinsic motivations for successful gamified PA [31].
In digital gaming for seniors, game preferences and motivations to play the game were true-to-life scenarios,
cognitive training, and improving their reflexes [46].
Furthermore, in-person and electronically mediated interventions through persuasive games [52] and interpersonal communications [50] are effective for influencing and motivating health behaviour to participate in
more PA [47].
The benefits of gamified applications as referenced
above range from increased motivation [7], improved
monitoring daily activities, and tracking of goal-attainment [47]. Furthermore, gamified applications afford to
connect individuals via a community [52].
Current research does not identify specific motivational affordances for older adults to participate in PA
or daily exercise using gamified technology. An understanding of these motivational affordances specific to
older adults is important for developing technology to
foster increased adherence to PA through gamification.
We further this understanding of PA motivation by identifying intrinsic, extrinsic, and feedback elements of
gamified PA technology.
3. Research Design
Our main research questions were:
How can gamification elements be used to foster the
intrinsic and extrinsic motivations for physical activity
and daily exercise routines among older adults? How
can customization of gamification elements be done for
PA applications for this demographic?
In the related literature, a minimum effective exercise program for habit formation was six weeks
[3,32,42]. Therefore, we designed our PA intervention
for older adults (50+) over an eight-week study period
in a synchronous, three-condition study (N=30). Participants were randomized to one of three conditions:
Group 1: Physically active and use of a gamified physical activity app (Spirit50)
Group 2: Physically active and use of a pedometer
Control: Physically active
Baseline current PA was assessed using the International Physical Activity Questionnaire (IPAQ) [28]. All
participants filled in a questionnaire once a week, for
eight weeks, which combined the following scales (dependent variables):
1 Measuring the enjoyment and engagement of the
participants over the eight-week period using the
self-report Intrinsic Motivation Scale (IMI),(45
item, 7-point Likert scale, 1 = not at all true, 7 = very
true) [15,38]
2 Measuring the motivation aspect of the participants
over the eight-week period using the self-report Psychological Need Satisfaction in Exercise Scale instrument (PNSE) ),(24 item, 7-point Likert scale, 1=
not at all true, 7 = very true) [58]
3 Measuring exertion using the Rating of Perceived
Exertion scale (RPE) [4] after each session
Participants were also interviewed once a week for
the period of the study. They had the option of being
interviewed over the phone, Skype, or answering the interview and the self-report questions online.
3.1.
Participants
Participants aged 50+ years, with an active lifestyle
as defined by the Dietary Guidelines for Americans,
2014 (https://goo.gl/sruHW6) were recruited from the
community. We refer to individuals living in this manner as active lifestylers. Recruitment was conducted
through e-mails, flyers, social media postings and in
person. Interested participants were informed about the
eight-week commitment and told that they would be
randomly allocated to one of the three study conditions.
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Each participant answered the questions from the
Physical Activity Readiness Questionnaire (PAR-Q)
[59] document, which was used to determine their current PA levels and their eligibility to participate in the
experimental study. Additionally, the long-form version
of the IPAQ, a validated instrument [22,28] was used to
determine the current PA intensity for all participants. A
demographic questionnaire was used to collect data regarding participants’ age, gender, and educational levels. Participants were not paid for taking part in the
study and could opt-out from the study at any time during the eight-week program. The inclusion criteria were
(1) adults over 50, (2) active lifestyle, (3) ability to use
computers and mobile devices.
3.2.
Procedure
Group 1: Spirit50 (Gamified Application): We compared existing gamified PA technology and selected
Spirit50 because it was specifically tailored for older
adults. Spirit50 was specifically designed for adults over
50 years of age and incorporated the following gamification elements: goal definition (quest), daily challenges (sub-goals), goal progression meter, points and
badges (stars) as motivational affordances.
The initial and weekly meetings with participants
from this group was carried out in the LiveLabs1, a modern and technologically advanced mobile usability lab
located at the Humber College, Toronto, Canada. All
participants assigned to Group 1 were invited individually to the usability lab and provided with a login and
password for spirit50.com. They were allowed to choose
their long-term goals, barriers to doing PA exercises and
answer questions regarding their current health situations. These selections enabled the application to identify a low, medium, or high intensity exercise routine for
an eight-week period and offer specific goals that they
would have considered to work on. To establish a common ground for comparison, all participants in this
group were directed to select this specific goal - “Get up
and down off the floor with ease”. This provided the participants with an eight-week PA program tailored for
this specific goal. The participants then proceeded to use
the application and cycle through the exercise routines
as per the instructions provided on the screen.
Once each participant had completed all aspects of
the exercise routines, they were provided a paper format
of the combined questionnaire with the above scales and
were interviewed. All participants were encouraged to
login to Spirit50 from home or work to review and follow through on the daily routines planned by the
Spirit50 application. Each participant was allocated a
scheduled time to meet every week for testing the exercise routines as they progressed through the program.
1
Post-session interviews and answering the IMI and
PNSE questionnaires were conducted each week for the
eight-week period.
Group 2: Pedometer (Non-Gamified): Participants in
this group were provided a standard clip-on pedometer
and asked to continue their physical activities as normal.
Participants were provided the questionnaire and interviewed in-person once on a weekly basis or online.
Control: Participants were asked to go about their normal activities and were provided a printed format of the
questionnaire once each week for the eight-week period.
Interviews for this group were conducted via phone, in
person, or via Skype. Participants who were unable to
meet in-person were provided a link to the survey questionnaire on a weekly basis with a session number, participant ID, and a group number. They were asked to
provide answers to the interview questions in long-form
questionnaire answers online.
3.3.
Interview Protocol
The interviews were semi-structured and were
geared towards understanding their experiences when
participating in PA for the week. It was focused on eliciting answers related to motivation to do PA, triggers
facilitating PA, barriers, accomplishment and setting up
of goals for PA, rewards and tracking of PA. These
questions relevant to the research question, were as follows:
1 What was your motivation to do the physical activities or exercises this week?
1.1 Were there any triggers that helped, you be motivated to do these this week?
2 With regards to physical activity, how do you set up
or decide on goals to help you do PA or exercises?
3 Were there any accomplishments or feeling of accomplishment this week (completion of a task is also
an accomplishment)?
4 With regards to PA, were there any fears or barriers
that you faced this week?
5 Were there any rewards (tangible or intangible) that
you received or felt/received this week?
6 What kinds of tracking information or feedback
would you have liked to receive?
4. Data Collection and Analysis
Data were gathered as qualitative information from
responses to interview questions and quantitative scale
data from the motivation questionnaires.
LiveLabs Usability Lab – Humber College
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Data Analysis - Interviews
With three groups of participants, 10 participants in
each group for eight-week sessions, we had 240 instances of data collection points. There were 100 audio
recordings of interviews from participants from the
three groups. Each recording spanned an average of 15
minutes. In addition, answers to interview questions
were provided in written format and online or via
emails. The audio recordings were transcribed to text us-
codes to gather interview responses and to evolve characteristics of the categories.
Data Analysis – Questionnaires
The data from the weekly report of the IMI engagement and enjoyment) and PNSE (motivation) and RPE
questionnaire were analyzed using SPSS. We had 10
participants in each group giving us a total of 80 responses (240 items for 3 groups) in each group.
ing Transcribe2, an online transcription tool. Once transcribed, the answers were collated under the six interview questions listed in the Interview Protocol section.
This resulted in six Excel spreadsheets under the following interview questions: motivation to participate in PA,
setting up goals to participate in PA, fears or barriers to
participate in PA, accomplishments, rewards, and tracking.
Since its inception in 1967 [21], grounded theory
(GT) has bifurcated into two methodical approaches:
Glasser’s traditional method and the Strauss et al. approach [27,56]. While Glasser’s traditional method is
recognized as the original GT method which had a more
inductive method, many researchers have used the
Strauss method because of its flexibility with respect to
deductive and inductive analysis, ease of data management and code saturation [17,27,56]. In this study, we
used the GT analysis as proposed by Strauss where code
saturation was achieved by coding until no new code
emerged [8,11]. While a study using Fish n Steps, an
interactive computer game to promote PA used this
method for data analysis [39], other studies also adapted
this method for analyzing qualitative data [6,10,18]. For
our study, GT analysis was used to code the transcripts
line by line and break up the data into its component
parts or properties [8,11]. Open coding was done on
each sentence of the transcripts to identify the meaning
of the interview data into phrases that represented each
sentence by the participant [11]. Characteristics of the
meaning of these codes were also notated in the Excel
file identifying the properties of the code. These codes
explicated actions to meanings [8,20] of participant responses. The above process was done for all participant
responses for each of the six questions. These properties
and open coding for the six questions are indicated in
the supplementary materials.3
The next step was to identify any relationship between open codes, which would then be aggregated into
a higher category.
This process is identified as axial
coding or the process of relating categories to sub-categories [8,11]. Axial coding was done for all the six interview question responses. The interview responses
were then sorted based on the group number and axial
5. Results
2
3
5.1.
Participant Demographics
All participants qualified to participate in the eightweek study though the PAR-Q instrument. Additionally,
the IPAQ instrument helped to identify the current baseline intensity levels of participants based on metabolic
equivalent tasks (MET) recorded by participants’ during
the past seven days prior to the start of the eight-week
study. Essentially, the MET score of an activity is multiplied by the minutes of the performed activity and is
expressed in multiples of the resting metabolic rate [28].
The MET scores from the long form questionnaire established PA levels of participants over the past seven
days across four domains: work, active transportation,
domestic and garden (yard work), and leisure time. Table 1 shows details of participant information from the
three groups.
The IPAQ quantifies MET scores of activity levels
and is categorized as low, moderate (at least 600 METminutes/week) and high (physical activity of at least
3000 MET-minutes/week) [22,28]. It indicates the PA
levels of participants in all the three groups to be categorized as high PA, labelling them active lifestylers.
Gamified
(N=10)
Non- Gamified (N=10)
Control
(N=10)
Age
Mean =
60.5; SD =
6.87
Mean =
63.1; SD =
8.44
Mean =
68.8; SD =
6.66
Gender
F= 4; M=6
F= 3; M=7
F= 3; M=7
MET
minutes/
Mean=4235.
4; SD=
870.5
Mean=4785.
8; SD=
1103.4
Mean=552
1.9; SD=
2348.5
week
Table 1: Participant demographics
5.2.
Findings from Qualitative Studies
Exploring the relationships between open codes led
to evolving axial codes for the six interview questions:
motivation, setting up goals, feeling of accomplishment,
fears and barriers, rewards, and tracking of physical activity. Comparison of the axial codes emerging for the
https://transcribe.wreally.com/
https://bit.ly/3ixrXwO
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three groups are shown in the supplementary materials.
The following is a summary of the findings from the
emergent axial coded from the gamified group.
Motivation for PA: Accomplishing a goal, aging
well, challenged by activity, easy access to resources,
enjoying outdoors, experience, fear of being unhealthy,
focusing on appearance, focusing on motivational affordances, for a healthy lifestyle, freedom of usage, fun
and recreation, influenced by the app, inspirational influencers, limitations of resources, mental wellbeing,
routine/lifestyle, social connections, spontaneous and
subconscious activity, treatment for a health issue.
Setting up Goals: Combining exercise types, committing time for activity, enjoying combination of activities, focusing on goals | on appearance | on motivational
affordances, improving health outlook.
Feeling of Accomplishment: Adding new challenges,
influencing activity through app, completing difficult
challenges, feeling of mental satisfaction, feeling the
burn, feeling validated for efforts, improving body conditioning, improving confidence, improving health condition, improving ability, increasing independence, inspiring motivational affordances, inspiring performance, progressing through activities, seeking external
resources, social interaction.
Fears and Barriers: Challenging health conditions,
fearing inability, fearing appearance issues, having psychological challenges, limiting resources, fearing lack
of performance, fearing social interaction.
Rewards and PA: Completing an activity, having
freedom of usage, having intangible rewards, having
tangible rewards, feeling of mental satisfaction, having
self-awareness, having sense of accomplishment, improving confidence, influencing characteristics of the
app, improving health condition, inspiring motivational
affordances, seeing results of efforts, social activity
Tracking of PA: Challenging tracking issues, indicating completion status, improving body form, showcasing motivational affordances, making social connections, needing feedback, measuring physical activity.
5.3.
Findings from Quantitative Analysis
Answers from participants for the PNSE, IMI and
RPE scales, collected over an eight-week period were
compared between the three groups (group 1 = gamified,
group 2 = non-gamified, group 3 = control).
Overall Tests between Groups: Data were nonnormal and binned into groups using the grouping variable and tested using the Kruskal-Wallis test.
Kruskal-Wallis Test (PNSE)
While for the PNSE scale, motivation was significantly
affected by the interventions for the dimensions related
to perceived competence [H(2) = 28.77, p <0.5], perceived autonomy [H(2) = 8.76, p <0.5], and perceived
relatedness [H(2) = 17.60, p <0.5], was higher in group
1 (gamified) than the other two groups (non-gamified
and control). The Jonckheere - Terpstra test revealed a
significant trend between the groups in the perceived
competence (J = 6491, z = -5.33, r = -.34) and the perceived relatedness dimension (J = 8064, z = -2.63, r = .17). The negative value of the z-statistic indicated a rising trend toward the gamified group (i.e., a trend of descending medians as the coding variable increased).
Kruskal-Wallis Test (IMI)
All effects are reported at p <0.5. Engagement was significantly affected by the interventions: interest/engagement (H(2) = 12.45), perceived competence (H(2) =
39.65), effort/importance (H(2) = 6.21), pressure/tension (H(2) = 12.56), perceived choice (H(2) = 12.5),
value/usefulness (H(2) = 6.43), relatedness (H(2) =
10.42). The Jonckheere-Terpstra’s test revealed a significant trend in the data: the negative value of the z statistic indicated a trend of descending medians as the coding variable got bigger, which indicated a rising trend
toward the gamified group. Significant trends were seen
in the following dimensions: Interest/Enjoyment: J =
7602, z = -3.42, r = -.22; Perceived Competence: J =
5824, z = -6.46, r = -.41; Effort/Importance: J = 8272, z
= -2.28, r = -.14; Perceived Choice: J = 11616, z = 3.45,
r = .22; Value/Usefulness: J = 8116, z = -2.60, r = -.16
Kruskal-Wallis Test (RPE)
The comparison for RPE showed significant exertion
between the groups H (2) = 24.3, p < .05. The Jonckheere -Terpstra’s test revealed a significant trend in the
data: J = 12277, z = 4.618, r =.30. The positive z-statistic
indicates a rising trend of medians as the coding variable
increased, indicating that the participants in the gamified group (group 1) felt lower exertion compared to the
participants from the control group (group 3).
6. Discussion
We discuss the findings from the qualitative and
quantitative analysis with reference to older adults and
PA. Sample responses from the qualitative analysis are
shown in supplementary materials.
Technology Facilitation of PA: To understand
older adults’ enjoyment and experiential aspects of using technology for PA, we examined the relevance of
technology in the context of PA motivation, setting up
goals, feeling of accomplishments, fears and barriers,
and rewards, and tracking.
Qualitative Analysis: By investigating the influence of gamification elements in PA technology, this experimental study extends the prior work of using webbased interventions to promote PA by sedentary older
adults (55+), supporting improved behavioral changes
and effective changes in PA of older adults (50+)
[29,49,55]. Based on qualitative analysis, we illustrate
the evidential chain [43] indicating the justification of
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gamified PA technology for older adults (Figure A1 supplementary materials). While qualitative analysis
has been used by researchers for hypothesis testing, the
analysis shown in Figure A1 (c.f. supplementary materials) provides evidence of technology influencing PA.
This correlates with the results of the quantitative analysis that gamified PA applications would increase participant engagement and motivation in PA activity
Quantitative Analysis: From the quantitative analysis, overall needs satisfaction for exercise (PNSE) indicated significance for perceived competence, perceived autonomy and perceived relatedness. The Jonckheere-Terpstra test, used to compare trends between the
groups, also revealed rising medians towards the gamified group for dimensions relating to interest/enjoyment, perceived competence (for interventions), effort/importance, perceived choice and value/usefulness.
This result is also similar based on the axial codes that
emerged from the qualitative analysis indicated in the
evidential chain mapping (Figure A1, sup. Matl.) that
the gamified group participants showed interest and enjoyment by the following: improving on their deficiencies, increasing challenges progressively, indicated perceived competence through increasing challenges progressively, feeling of the ability to do more and increasing difficulty levels, feeling importance of effort/importance by feeling validated for their efforts, measuring
progress and improvement in body conditioning. Perceived choice was afforded by the ability to select goals
and challenges, self-regulation of routines and flexibility of usage. Furthermore, value/usefulness was afforded by feeling energetic, wanting to do more, improved confidence and improving ability.
The results of the follow-up tests in the quantitative
analysis for needs satisfaction for exercise (PNSE) indicated significant results between the gamified group and
non-gamified for perceived competence, and between
the gamified and control group for the same dimension.
This was also similar to the axial codes emerging from
the qualitative analysis indicating that participants in the
gamified group felt that a scheduled program with daily
achievements and challenges with motivational affordances like points and stars (rewards) helped them
feel that there was validation of their efforts, and provided constant monitoring of their progress.
The Spirit50 app had minimal social interaction options included for testing and therefore it was surprising
to note that the gamified group indicated significant difference from non-gamified and control group for the relatedness dimension. In comparing the qualitative data
from the gamified group, many participants indicated
that they could see the potential of social interactions
with other online participants of the app and in their own
daily life.
7. A Theory of Motivational Affordances
for Older Adults’
Older adults are interested in various aspects of gamified technology because specific elements within the
system provided advantages such as: keeping on track
with regular PA, ability to recognize their limitations
with exercise intensities, challenge themselves to do
more, feel validated for their efforts and be rewarded for
their task completion stages. While older adults have
limited understanding of terminologies such as gamification and motivational affordances, they do respond to
triggers such as: setting up of attainable goals, on-thespur of the moment challenges and pushing themselves
to do more PA. Additionally, the quantification of PA
using pedometers also pushed older adults to walk more,
add new challenges in their routine walks or treks adding to the degree of difficulty of their activity and also
increase the time spent on such activity. Furthermore,
the presence of motivational affordances also provides
older adults with the choice of monitoring of their progression, keeping track of their achievements, and giving them an improved sense of control of their efforts
for PA.
Based on the findings from analysis of qualitative
data, we illustrate the elements are crucial for facilitating engagement and enjoyment in PA for older adults
through gamification. We propose the term adaptive engagement which means: tailoring of older adults’ engagement through customization and personalization of
motivational affordances for PA. Based on the clustering of motivational affordances [23,51], we categorize
emergent motivational affordances into intrinsic, extrinsic, and feedback elements.
Table 2: Adaptive engagement guidelines 1
Intrinsic Motivation Elements
Attainable goals
Challenges mirroring ability
Increased agency
Choice of types of
exercises
Guidelines
Understanding the ability that is specific on an individual level should be
the focus of PA goals (quests).
Increasing challenges progressively
to reflect the individual’s ability so
that it inspires confidence and provides a sense of accomplishment.
Challenges and levels should provide older adults with the feeling of
a sense of being in control of their
bodies based on their own physical
limitations.
Combining activities to provide exercise and PA that improve endurance, flexibility, strength training
within an indoor and outdoor environment.
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Intrinsic Motivation Elements
Choice of intensity increases or
decreases
Inspiring curiosity
Interjecting unpredictability
Facilitating spontaneity and instantaneous gratification
Freedom of usage
and habit formation
Facilitating competency
Social facilitation
Guidelines
Gamification of PA activities should
have provisions of trying out new
challenges or change the intensity
level so that the activity feels like a
challenge or have the potential of
downgrading the challenge.
Gamification elements should provide the opportunity to provide a
mystery PA module for older adults
to try out for a new reward.
The opportunity to do random PA
activities to increase levels and rewards fosters the element of engaged
participation.
Include elements that allow for
spontaneous PA and instantaneous
gratification in the form of feeling
the burn, completion, achievement
as internalized rewards.
Allowing the possibility of activities
to be done anywhere and anytime
with simplicity and memorability to
help with habit formation.
Providing challenges that help promote health benefits and increased
mental satisfaction.
Providing the possibility for older
adults to share and post achievements, challenges with specific routines.
Extrinsic Motivation Elements
Highlighting
achievements
Intangible rewards
Tangible rewards
Validation of efforts
Progression reflecting ability
Progression reflecting efforts
Guidelines
Challenges should provide the opportunity of instantaneous rewards
while scaffolding to inspire active
participation. It gives older adults
the feeling of satisfaction that certain tasks and milestones are achievable based on their ability, rewarded
and measurable.
While receiving points and stars
seemed frivolous, its attainment after doing PA activity provided a
sense of validation of one’s efforts.
Progression should show the competence of older adults in being able to
do a specific level to afford a sense
of accomplishment.
Combining activities to offer exercise activities that provide endurance, flexibility, and strength training within an indoor and outdoor environment.
Providing badges and points that
help to showcase their achievements
and completion of difficult challenges.
Rewarding ability to perform the
tasks and complete the tasks and
providing the opportunity for bragging rights, recognition, as well as
achievement levels will contribute to
engagement and enjoyment of the
PA activity.
Facilitate usage of experience points
earned to be redeemed for ancillary
contexts such as diet plans, fitness
plans, fitness gear, books and competitions.
Table 4: Adaptive engagement guidelines 3
Feedback Cycle
Elements
Correctness of
form
Performance characteristics
Table 3: Adaptive engagement guidelines 2
Extrinsic Motivation Elements
Attainable rewards
Guidelines
Encouragement
through praise
Visual representation of progression
Onboarding and
education
Guidelines
Real-time feedback on posture correction, gait and correctness of
stance when doing the exercise routines is a difficult technology
challenge but was desired by many
older adults for increased participation.
The possibility of providing feedback on reps and steps, speed of
completion, and tracking metrics
such as calorie burn, heart rate,
weight loss provides increased engagement
Real-time feedback in the form of
praise and checkmarks for task completion through the gamification app
will help to reassure older adults
Progression representation of daily,
weekly and monthly indicating competence in all or specific activities in
a graph format is more easily understandable by older adults
Older adults should have the opportunity to overcome challenges with
understanding game, gaming and
gamification terminology through
training and education modules of
the gamification app
Implications of the Study Findings
The GT analysis on ‘Motivational Affordances for
Older Adults PA’ provides numerous vantage points for
technology facilitation
Older adults’ perspective: This theory provides
a better understanding of PA motivation and the relevance of specific gamification elements in the context
of PA. This highlights empirical evidence that older
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adults care about motivational affordances (gamification elements) to an extent that it encourages PA [5]. As
indicated in a prior study [7], intrinsic motivation attributes such as feeling good, feeling of accomplishment,
satisfaction of doing the routines, confidence in ability
to initiate the task of participating in exercise routines
contributes towards habit formation and can lead to adherence and maintenance of regular physical activity.
While being rewarded in the form of badges, points, experience points, and scores are a few examples of tangible rewards, the improvement in appearance, weight
loss, and better-looking skin are also examples of tangible rewards, thus adding to prior studies [19,39]. Intangible rewards can range from accomplishments of feeling good, feeling energetic, praise, recognition, and improved confidence in ability to regulate one’s healthy
behaviour to mention a few [35,38]. Motivational affordances provided by gamification technology assists
with remembering to do the exercise routines, quantifying physical activity metrics through tracking steps, and
providing feedback on calorie intake and calories
burned throughout daily activities thereby fostering a
sense of accomplishment [29,33,44].
Implications for Research and Technology Design: This theory also provides empirical evidence that
tailored PA interventions for older adults improve their
engagement and enjoyment. This means that this experimental study supports health behaviour change through
gamification elements [35,38]. The specificity of intrinsic, extrinsic, and feedback elements emergent from GT
provides guidelines for developing and designing gamified PA technology for older adults.
8. Limitations and Future Work
In the context of gamification as well as quantified
health applications, threshold data is rarely adjusted to
older users [53]. For example, general fitness goals,
such as taking 10,000 steps a day, may not be suitable
for older adults with age-related mobility impairments
[53]. Therefore, applications will need to adapt such features in the interest of addressing concerns related to
both motivation and safety for older users.
Concerns about placebo effects in games [14] are
also critical to determine what is mediating the observed
behaviour. In this experimental study, participants in the
gamified and non-gamified group may expect to have
more engagement because of the presence of new features in the technology artifact (i.e., a novelty effect).
Older adults are also prone to stick to habits, therefore
wearing out effects of novelty and interaction paradigms
for this demographic need further investigation. There
were also the occasions when participants from the gamified and non-gamified forgot to perform their weekly
tasks because of their daily-life activities. There was
also the possibility of risk of a participant not willing to
do the specified daily PA on specific days’ due mood
swings (P11) and general lethargy (P08) in specific
weeks. This posed the limitation of participants not adhering to the exercise plan of a weekly basis for the 8week intervention period. Three participants dropped
out of the control group and new recruitment had to be
done of the study protocol prior to the eight-week period. Additionally, older adults’ perception of games,
gaming, and gamification compared with younger
adults in the context of PA, needs further investigation.
9. Conclusion
Motivational affordances or gamification elements
have been used in many areas for increasing the engagement and motivation of consumers or users in the domains of marketing, education, health and wellbeing,
and crowdsourcing to mention a few. There has been
limited research in the use of gamification elements to
facilitate motivation and engagement of users in a physical activity setting, especially for the older adult demographic. GT analysis from qualitative data show relevance of motivational affordances within the gamified
and non-gamified group in performing PA facilitated by
technology over an eight-week period. Results from
quantitative analysis indicated significance in the perceived competence dimension compared to the nongamified and the control group. Perceived autonomy
was significant for the non-gamified group against the
control group. This congruence between the findings
from the qualitative and quantitative analysis indicates
that gamification elements can serve as factors to foster
PA motivation, enjoyment and engagement. Furthermore, the findings also indicated that enjoyment and
engagement is less in groups with traditional PA interventions than due to the usage of gamification elements
in PA technology. This experimental study showed that
the usage of motivational affordances through gamified
technology can be used to foster intrinsic motivation
among older adults for PA. Our guidelines for adaptive
engagement are important research contributions to better understand PA technology for older adults.
10. Acknowledgements
We thank Prof. Bernie Monette, Prof. George Paravantes and Megan Naylor for their help with using the
LiveLabs at Humber College. All aspects of this study
complied with the research ethics guidelines provided
at Humber College and UOIT.
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