Proceedings of the 2022 2nd International Conference on Computer Technology and Media Convergence Design (CTMCD 2022)

User Preferences for Gamification Elements in Smartwatch Fitness Applications

Authors
Di Song1, Jie Yao1, *
1School of Humanities and Social Sciences, Harbin Institute of Technology (Shenzhen), Shenzhen, China
*Corresponding author. Email: yaojiejulie@hit.edu.cn
Corresponding Author
Jie Yao
Available Online 17 December 2022.
DOI
10.2991/978-94-6463-046-6_22How to use a DOI?
Keywords
Smartwatch; Gamification Design; User Preferences; Gamified Wearables
Abstract

Smartwatches, which can monitor users’ health data and encourage healthy habits, have gained great popularity in recent years. Meanwhile, as a useful design method to improve user engagement and motivation, gamification has been widely used in fitness applications on smartwatches. While existing gamification research suggests that users have different preferences for gamification elements in different contexts, few studies have examined users’ preferences for gamification design on smartwatches. Therefore, this study sought to obtain detailed opinions and suggestions on smartwatches and gamification through semi-structured interviews of sixteen current users. User preferences for sixteen different gamification elements related to the development of fitness applications on smartwatches were investigated. This study concludes that users prefer overviews, goals, challenges and rewards, and dislike time pressure. Our results also show that different users have different preferences for gamification elements. This qualitative study has formed an important basis for an ongoing quantitative study on tailored gamification, which further proves the need to classify smartwatch users based on their preferences and characteristics, for designing more effective gamified fitness applications on smartwatches.

Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 2022 2nd International Conference on Computer Technology and Media Convergence Design (CTMCD 2022)
Series
Advances in Computer Science Research
Publication Date
17 December 2022
ISBN
978-94-6463-046-6
ISSN
2352-538X
DOI
10.2991/978-94-6463-046-6_22How to use a DOI?
Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Di Song
AU  - Jie Yao
PY  - 2022
DA  - 2022/12/17
TI  - User Preferences for Gamification Elements in Smartwatch Fitness Applications
BT  - Proceedings of the 2022 2nd International Conference on Computer Technology and Media Convergence Design (CTMCD 2022)
PB  - Atlantis Press
SP  - 178
EP  - 185
SN  - 2352-538X
UR  - https://doi.org/10.2991/978-94-6463-046-6_22
DO  - 10.2991/978-94-6463-046-6_22
ID  - Song2022
ER  -