TY - JOUR AU - Lister, Cameron AU - West, Joshua H AU - Cannon, Ben AU - Sax, Tyler AU - Brodegard, David PY - 2014 DA - 2014/08/04 TI -只是一个时尚?JO - JMIR Serious Games SP - e9 VL - 2 IS - 2 KW -游戏化KW -手机KW -行为健康KW -健康和健身应用程序AB -背景:游戏化近年来一直是健康应用程序行业的主要焦点。然而,据我们所知,目前还没有关于游戏化元素与健康行为结构的评论,也没有关于游戏化在健康应用程序中真正扩散的见解。目的:本研究的目的是确定游戏化在健康应用程序中的使用程度,并分析健康和健身应用程序的游戏化作为影响消费者健康行为的潜在组成部分。方法:对2014年冬季苹果应用商店中与体育活动和饮食相关的健康和健身应用程序进行分析。本文分析了132款应用的10个有效游戏元素、健康游戏化的6个核心组件和13个核心健康行为结构。为了衡量健康行为结构、游戏化成分和有效游戏元素之间的相关性,进行了回归分析。结果:对最受欢迎应用的回顾显示,游戏化原则被广泛使用,但很少遵循任何专业指南或行业标准。回归分析显示,游戏元素与游戏化相关(P<.001)。行为理论与游戏化相关(P<.05),但与游戏元素无关,进一步分析后,游戏化仅与复合动机行为评分相关(P<.001),而与能力或机会/诱因无关。 Conclusions: This research, to our knowledge, represents the first comprehensive review of gamification use in health and fitness apps, and the potential to impact health behavior. The results show that use of gamification in health and fitness apps has become immensely popular, as evidenced by the number of apps found in the Apple App Store containing at least some components of gamification. This shows a lack of integrating important elements of behavioral theory from the app industry, which can potentially impact the efficacy of gamification apps to change behavior. Apps represent a very promising, burgeoning market and landscape in which to disseminate health behavior change interventions. Initial results show an abundant use of gamification in health and fitness apps, which necessitates the in-depth study and evaluation of the potential of gamification to change health behaviors. SN - 2291-9279 UR - http://games.www.mybigtv.com/2014/2/e9/ UR - https://doi.org/10.2196/games.3413 UR - http://www.ncbi.nlm.nih.gov/pubmed/25654660 DO - 10.2196/games.3413 ID - info:doi/10.2196/games.3413 ER -
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