Search results for "behavior change support system"
showing 3 items of 3 documents
Internet based exercise management system for worksite exercise and well-being intervention
2012
Reijo Kangas. 2012. Internet based exercise management system for worksite exercise and well-being intervention. University of Jyväskylä. Department of Sport Sciences, Master’s thesis in Sport and Exercise Psychology, 105 pages. The studies of exercise motivation theories can be used for the requirements of exercise management software systems. User-friendly mobile and web applications may wake up people’s interest of their own awareness of unhealthy manners like obesity, sedentary behavior and possible mental health problems of inactivity. The aim of the present study was to plan, organize and evaluate an internet based exercise intervention for workers. Other purpose of the study was to o…
Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study
2020
BackgroundDigital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). ObjectiveThis study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. MethodsWe collected data from 262 respondents with a critical incident techniqu…
Behavior change types with Pokémon GO
2017
Digital games1 are one of the most popular entertainment media in the world. Teir allure and widespread popularity makes them an interesting and highly potential platform for behavior change atempts. In this paper, we investigate what types of behavior changes Pokémon GO has promoted or induced among its players. Te study is based on an online survey sample of 262 Pokémon GO players, collected using the critical incident technique and analyzed using qualitative methods. Te analysis shows that the behavior changes induced by Pokémon GO are not just restricted to increased physical activity or social behavior but are actually much more multifaceted: players were more social, found their routi…