首页> 外文OA文献 >MyCity: Glasgow – how can a mobile app based game increase physical activity in the context of a mass spectator sporting event?
【2h】

MyCity: Glasgow – how can a mobile app based game increase physical activity in the context of a mass spectator sporting event?

机译:MyCity:格拉斯哥–在群众体育赛事的背景下,基于移动应用的游戏如何增加体力活动?

代理获取
本网站仅为用户提供外文OA文献查询和代理获取服务,本网站没有原文。下单后我们将采用程序或人工为您竭诚获取高质量的原文,但由于OA文献来源多样且变更频繁,仍可能出现获取不到、文献不完整或与标题不符等情况,如果获取不到我们将提供退款服务。请知悉。

摘要

Background: There are many mobile applications being developed to promote healthy lifestyles. Some use gamification as well as psychological behaviour change techniques (BCTs) to increase engagement and potential impact on health behaviours. Despite growing research in this area, there is little evidence of game-based apps being rigorously evaluated ‘in the wild’ to explore the mechanisms through which they can achieve widespread user-engagement and health behaviour change. MyCity: Glasgow is a mobile app-based game that aims to use BCTs (self-monitoring of physical activity with daily goal setting and feedback), gamification principles (self-expression, achievement (e.g., quizzes), status and competition) and GPS-based features (e.g., challenge trails to encourage users to physically visit locations around Glasgow) to increase physical activity (PA) and engagement with Glasgow during the period of the 2014 Commonwealth Games. Aim: To use an 'in the wild' evaluation to explore the potential and mechanisms of action of a mobile app-based game to increase users' PA and engagement with their local area. Methods: MyCity: Glasgow was released on Google Play and Apple App Stores in early summer 2014, and real-time usage data logged for 3 months. A mixed-methods approach used quantitative android phone-logged data, an online user experience survey (N=56) and qualitative user interviews (n=11) to investigate uptake, use of behaviour change and gamification features, and impact on physical activity. Results: The app was downloaded 1096 times (android N=673; iOS N=423). Most users were aged 12-25 years (43.1%) or 26-40 years (32.6%), with uptake declining with age; over half (51.5%) described themselves as physically inactive at baseline. Almost a quarter (24.3%) of daily activity goals were achieved; 3,907 quiz questions were attempted, over 72% of which were answered correctly. Survey respondents and interview participants endorsed the self-monitoring and daily activity goal features "… it encouraged me to go a walk at lunchtime at work and I was intrigued to find out how many points I had. It was good to meet my daily target." Engagement with GPS-based features was low: only 11 people attempted at least one MyCity: Glasgow challenge trail. Conclusions: MyCity: Glasgow demonstrates the potential of using real-time ‘in the wild’ data logging and qualitative interviews to understand the mechanisms of engagement and action of mobile game-based apps to promote healthier lifestyles.
机译:背景:目前正在开发许多移动应用程序以促进健康的生活方式。有些人使用游戏化以及心理行为改变技术(BCT)来增加参与度和对健康行为的潜在影响。尽管在该领域的研究不断增加,但几乎没有证据表明对基于游戏的应用程序进行了“野外”严格评估,以探索其可实现广泛的用户参与度和健康行为改变的机制。 MyCity:格拉斯哥是一款基于移动应用的游戏,旨在使用BCT(通过每日目标设定和反馈自我监测体育活动),游戏化原则(自我表达,成就(例如测验),状态和竞争)和GPS的功能(例如,挑战路线以鼓励用户实际访问格拉斯哥周围的地点),以在2014年英联邦运动会期间增加身体活动(PA)和与格拉斯哥的互动。目的:使用“野外”评估来探索基于移动应用程序的游戏的潜力和作用机制,以增加用户的PA和与他们所在地区的互动。方法:MyCity:格拉斯哥于2014初夏在Google Play和Apple App Store上发布,实时使用数据记录了3个月。混合方法使用定量的Android手机记录数据,在线用户体验调查(N = 56)和定性用户访谈(n = 11)来调查摄取,行为改变和游戏化功能的使用以及对身体活动的影响。结果:该应用程序被下载了1096次(android N = 673; iOS N = 423)。大多数使用者的年龄为12-25岁(43.1%)或26-40岁(32.6%),摄取量随年龄的增长而下降;超过一半(51.5%)的人称自己在基线时没有身体活动。日常活动目标的近四分之一(24.3%)已实现;尝试了3907个测验问题,其中超过72%的回答正确。受访者和访谈参与者都认可了自我监控和日常活动目标功能“……这鼓励我在工作中午饭时散步,我很感兴趣地发现自己有多少要点。实现我的日常目标非常好。 ”对基于GPS的功能的参与度很低:只有11人尝试了至少一条MyCity:Glasgow挑战之路。结论:MyCity:格拉斯哥展示了使用实时“野外”数据记录和定性访谈来了解基于移动游戏的应用的参与和行动机制以促进更健康的生活方式的潜力。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
代理获取

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号