Smartwatch-Based Tailored Gamification and User Modeling for Motivating Physical Exercise: Experimental Study With the Maximum Difference Scaling Segmentation Method (Preprint) DOI

Jie Yao,

Dan Song,

Tao Xiao

et al.

Published: Sept. 24, 2024

BACKGROUND Smartwatch-based gamification holds great promise for enhancing fitness apps and promoting physical exercise; however, empirical evidence on its effectiveness remains inconclusive, partly due to “one-size-fits-all” design approaches that overlook individual differences. While the emerging research area of tailored calls more accurate user modeling better customization game elements, existing studies have relied primarily rating scale–based measures correlational analyses with methodological limitations. OBJECTIVE This study aimed improve smartwatch-based through an innovative approach motivate exercise among different groups solutions. It incorporated both preferences needs elements into segmentation process used maximum difference scaling (MaxDiff) technique, which can overcome limitations traditional methods. METHODS With data collected from 2 MaxDiff experiments involving 378 smartwatch users latent class statistical models, relative power each 16 popular was examined in terms what liked motivated them based distinct segments were identified. Prediction models also proposed quickly classifying future right provide solutions apps. RESULTS We identified 3 their gamification. More importantly, we uncovered 4 by goals, immersive experiences, rewards, or social comparison. Such heterogeneity confirmed susceptibility effects indicated necessity accurately matching gamified characteristics change health behaviors mechanisms targets. Important differences observed between sets (ie, those vs motivational elements), indicating gap people enjoy using smartwatches engagement. CONCLUSIONS To our knowledge, this is first investigate MaxDiff-based contributes a detailed understanding for, of, users. As continue explore ways mostly surveys questionnaires, supported adoption as alternative method capture domain inform application types beyond smartphones.

Language: Английский

Efficacy of digital interventions on physical activity promotion in individuals with noncommunicable diseases: an overview of systematic reviews DOI Creative Commons

Mohammadhossein Kardan,

Andrés Jung,

Mehvish Iqbal

et al.

BMC Digital Health, Journal Year: 2024, Volume and Issue: 2(1)

Published: July 22, 2024

Abstract Background Physical inactivity is considered one of the main modifiable risk factors for noncommunicable diseases. It has been proven that an active lifestyle efficient means preventing and managing Multiple barriers have identified hinder engagement in conventional physical activity programs achievement recommendations. Digital interventions may expand opportunities to resolve these empower people with diseases be physically active. This overview systematic reviews aims evaluate efficacy digital on promotion among individuals major Method A protocol was registered PROSPERO database (CRD42022364350). qualitative synthesis method applied summarize data. The assessment methodological quality using AMSTAR-2 each review performed by two independent reviewers. Results Searches nine databases resulted seven inclusion. Most primary studies included were conducted high-income countries. addressed five populations: participants cancers, cardiovascular diseases, chronic obstructive pulmonary disease, type 2 diabetes, osteoarthritis. classified into categories: based trackers remote via facilities. Additional components both categories such as motivational content, counseling, goal setting, tailored feedback/reminders, other behavioral change techniques. overall ranged from critically low low. findings provided some evidence effective promoting activity. Conclusion this suggest types interventions, self-monitoring facilities, across should interpreted cautiously since low, there no consistent certainty evidence. Further are required more rigorous conducting reporting methodologies.

Language: Английский

Citations

1

A Scoping Review of Physical Activity Interventions Among Sexual Minority Adults: A Call to Action for Future Research DOI
Keegan T. Peterson, Oliver W. A. Wilson, Shannon S. C. Herrick

et al.

Journal of Physical Activity and Health, Journal Year: 2024, Volume and Issue: unknown, P. 1 - 10

Published: Jan. 1, 2024

Physical activity (PA) has a variety of well-established benefits for physical and mental health. However, there are PA disparities based on numerous sociodemographic characteristics, including sexual orientation. Mapping interventions tailored to minorities (ie, nonheterosexual) is currently absent from the literature. Purpose : The purpose this scoping review was summarize existing focused promoting among minority (SM) adults. Methods A search strategy developed in consultation with research librarian PubMed, Web Science, SportDiscus, CINAHL. conducted using Preferred Reporting Items Systematic reviews Meta-Analyses extension Scoping Reviews guidelines. Randomized nonrandomized that increasing SM adults were included. Data study design, sample demographics, research, methodology, intervention components, theory-based constructs used, measures, outcomes extracted. Results Our yielded 7289 articles, 26 articles requiring full-text review. Four identified adults, 2 focusing lesbian/bisexual women, 1 lesbian/gay cancer survivors, men who have sex men. Two 4 studies successful at PA, varying psychosocial theories social cognitive theory reasoned action) strategies counseling, group meetings, pedometers). Conclusion Findings demonstrate clear lack targeting limiting available knowledge required preventionists, practitioners, health care professionals effectively promote through behavioral modification group.

Language: Английский

Citations

1

Age Unplugged: A Brief Narrative Review on the Intersection of Digital Tools, Sedentary and Physical Activity Behaviors in Community-Dwelling Older Adults DOI Open Access
André Ramalho, Rui Paulo, Pedro Duarte‐Mendes

et al.

Healthcare, Journal Year: 2024, Volume and Issue: 12(9), P. 935 - 935

Published: May 1, 2024

This brief narrative review assesses how digital technologies—such as wearables, mobile health apps, and various tools such computers, game consoles, tablets, smartphones, extended reality systems—can influence sedentary physical activity behaviors among community-dwelling older adults. Each section highlights the central role of these technologies in promoting active aging through increased motivation, engagement customized experiences. It underlines critical importance functionality, usability adaptability devices confirms effectiveness interventions increasing reducing behavior. The sustainable impact needs to be further investigated, with a focus on adapting strategies specific people. research advocates an interdisciplinary approach points out that collaborations are essential for development accessible, effective ethical solutions. perspective emphasizes potential improve well-being population recommends their strategic integration into promotion policy making.

Language: Английский

Citations

0

Enhancing SCI Care: Using Wearable Technologies for Physical Activity, Sleep, and Cardiovascular Health DOI

Fei Zhao,

Shane J. T. Balthazaar, Shivayogi V. Hiremath

et al.

Archives of Physical Medicine and Rehabilitation, Journal Year: 2024, Volume and Issue: 105(10), P. 1997 - 2007

Published: July 6, 2024

Language: Английский

Citations

0

Wearable technology in vascular surgery: current applications and future perspectives DOI
Oana Bartos, Matthias Trenner

Seminars in Vascular Surgery, Journal Year: 2024, Volume and Issue: 37(3), P. 281 - 289

Published: Aug. 23, 2024

Language: Английский

Citations

0

Computer Use and Cardiovascular Risk Biomarkers in Midlife and Older Adults DOI Creative Commons
Meilan Hu,

Shu Fen Diong,

K. T. A. Sandeeshwara Kasturiratna

et al.

Computers in Human Behavior Reports, Journal Year: 2024, Volume and Issue: unknown, P. 100502 - 100502

Published: Oct. 1, 2024

Language: Английский

Citations

0

Multivariable analysis for predicting lower limb muscular strength with a hip-joint exoskeleton DOI Creative Commons
Byungmun Kang, Changmin Lee, Dongwoo Kim

et al.

Frontiers in Bioengineering and Biotechnology, Journal Year: 2024, Volume and Issue: 12

Published: Oct. 24, 2024

Advancements in exercise science have highlighted the importance of accurate muscular strength assessments for optimizing performance and preventing injuries.

Language: Английский

Citations

0

Smartwatch-Based Tailored Gamification and User Modeling for Motivating Physical Exercise: A MaxDiff Segmentation Approach (Preprint) DOI Creative Commons

Jie Yao,

Dan Song,

Tao Xiao

et al.

JMIR Serious Games, Journal Year: 2024, Volume and Issue: unknown

Published: Sept. 24, 2024

Smartwatch-based gamification holds great promise for empowering fitness applications and promoting physical exercise, yet existing empirical evidence on its effectiveness remains inconclusive, partly due to "one-size-fits-all" design approaches neglecting individual differences. While the emerging research area of tailored calls more accurate user modeling better customization game elements, studies relied primarily rating-scale-based measures correlational analyses with methodological limitations. This study aimed improve smartwatch-based an innovative approach modeling, in order motivate exercise among different groups solutions. It incorporated both preferences needs elements into segmentation process, employed Maximum Difference Scaling (MaxDiff) technique that can alleviate limitations traditional methods. With data collected from two MaxDiff experiments 378 smartwatch users Latent Class statistical models, relative power each 16 popular was examined terms what liked motivated them based which distinct segments were discovered. Prediction models also proposed quickly classifying future right segments, provide solutions applications. We discovered three their gamification, important, four by goals, immersive experiences, rewards or social comparison respectively. Such heterogeneity confirmed susceptibility effects indicated necessity accurately matching gamified characteristics change health behaviors through mechanisms targets. Important differences observed between sets (i.e., whether motivational elements), indicating gap people enjoy using smartwatches engagement. As far as we know, this first investigation MaxDiff-based contributed a detailed understanding about users. still exploring ways mostly surveys questionnaires, supported adoption alternative method, capture domain inform application types beyond smartphones.

Language: Английский

Citations

0

Smartwatch-Based Tailored Gamification and User Modeling for Motivating Physical Exercise: Experimental Study With the Maximum Difference Scaling Segmentation Method (Preprint) DOI

Jie Yao,

Dan Song,

Tao Xiao

et al.

Published: Sept. 24, 2024

BACKGROUND Smartwatch-based gamification holds great promise for enhancing fitness apps and promoting physical exercise; however, empirical evidence on its effectiveness remains inconclusive, partly due to “one-size-fits-all” design approaches that overlook individual differences. While the emerging research area of tailored calls more accurate user modeling better customization game elements, existing studies have relied primarily rating scale–based measures correlational analyses with methodological limitations. OBJECTIVE This study aimed improve smartwatch-based through an innovative approach motivate exercise among different groups solutions. It incorporated both preferences needs elements into segmentation process used maximum difference scaling (MaxDiff) technique, which can overcome limitations traditional methods. METHODS With data collected from 2 MaxDiff experiments involving 378 smartwatch users latent class statistical models, relative power each 16 popular was examined in terms what liked motivated them based distinct segments were identified. Prediction models also proposed quickly classifying future right provide solutions apps. RESULTS We identified 3 their gamification. More importantly, we uncovered 4 by goals, immersive experiences, rewards, or social comparison. Such heterogeneity confirmed susceptibility effects indicated necessity accurately matching gamified characteristics change health behaviors mechanisms targets. Important differences observed between sets (ie, those vs motivational elements), indicating gap people enjoy using smartwatches engagement. CONCLUSIONS To our knowledge, this is first investigate MaxDiff-based contributes a detailed understanding for, of, users. As continue explore ways mostly surveys questionnaires, supported adoption as alternative method capture domain inform application types beyond smartphones.

Language: Английский

Citations

0