首页> 外文期刊>ACM Transactions on Computer-Human Interaction >The Unexpected Downside of Paying or Sending Messages to People to Make Them Walk: Comparing Tangible Rewards and Motivational Messages to Improve Physical Activity
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The Unexpected Downside of Paying or Sending Messages to People to Make Them Walk: Comparing Tangible Rewards and Motivational Messages to Improve Physical Activity

机译:向人们付费或向人们发送消息的意外缺点:比较有形奖励和动机信息来改善身体活动

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People do not exercise as much and as regularly as they should. To support users in adopting healthy exercise routines, app designers integrate persuasive techniques in their apps. In this study, we focus on two of these techniques, i.e., offering tangible rewards and sending motivational messages to users. Past research has demonstrated the effects of these techniques in nudging recipients to increase their physical activity levels. However, the effect of these interventions on the intrinsic motivation of the participants has not yet been studied. We conducted a 10-month study involving 208 participants; this research consisted of a 3-month baseline (pre-phase), a 4-month experiment and a 3-month follow-up (post-phase). The participants were randomly assigned to one of the following three interventions: either they receive money ((ⅰ.) through a fixed incentive or (ⅱ.) a lottery), or (ⅲ.) informative messages. Their daily goal was to walk 10K steps. Through their smart phones, we recorded how many steps they walked every day. These interventions had no effect on the main outcome variable (i.e., the number of steps). However, the manipulations produced a detrimental effect on the intrinsic motivation of the participants, measured through a standardized questionnaire. This negative effect extended into the follow-up period. Our study reveals that tangible rewards and motivational messages decrease the intrinsic motivation of the participants, hence their connected physical activity. In our findings, we highlight the importance of intrinsic motivation in setting up healthy exercise routines that will be carried on autonomously by the participants after the period of the intervention. Finally, we present implications for the design of persuasive apps.
机译:人们不会像他们应该一样运动。为了支持用户采用健康的锻炼程序,App Designers在应用程序中集成了说服性技术。在这项研究中,我们专注于这些技术中的两个,即为用户提供有形奖励和向用户发送动机信息。过去的研究表明,这些技术在闪烁的受体中的影响增加了他们的身体活动水平。然而,这些干预措施对参与者的内在动机的影响尚未研究。我们进行了一个涉及208名参与者的10个月的研究;本研究包括3个月的基线(预阶段),4个月的实验和3个月的随访(后阶段)。将参与者随机分配到以下三种干预之一:他们收到金钱((Ⅰ。)通过固定的激励或(Ⅱ。)彩票),或(Ⅲ。)信息性信息。他们的日常目标是走10k步。通过他们的智能手机,我们记录了他们每天走的步骤。这些干预措施对主要结果变量没有影响(即步骤数量)。然而,操纵产生了通过标准化问卷测量的参与者的内在动机的不利影响。这种负面影响延长到后续期间。我们的研究表明,切实的奖励和激励信息降低了参与者的内在动机,因此它们的相关身体活动。在我们的调查结果中,我们突出了内在动机在建立健康运动惯例方面的重要性,该惯例将在干预期后由参与者自主进行。最后,我们对有说服力应用的设计呈现了影响。

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