The Relationships between Different Forms of Gamification and User Experience: A Study in the Context of Elderly Well-being Applications
The Relationships between Different Forms of Gamification and User Experience: A Study in the Context of Elderly Well-being Applications
The Relationships between Different Forms of Gamification and User Experience: A Study in the Context of Elderly Well-being Applications
Yanping Zhang, Nannan Xi, Changyong Liang, Juho Hamari
Abstract
"Aging society is a global challenge. With its persuasive and engaging advantages, gamification is perceived as a potential approach to promote well-being for the elderly. This research seeks to address two extant caveats in the field. Firstly, there is a dearth of research investigating what types of gamification design may dif erently give rise to a variety of user experiences. Secondly, there is a paucity of research investigating gamification in the context of well-being for the elderly as unexpected audiences of game-based applications. Therefore, this study explores the relationships between gamification design types and the elderly’s user experience (i.e., comfort, engagement, stimulation, dependability, perspicuity, novelty, sociality, and immersion) in the context of health applications using an of line experiment (N = 372). The results show that achievement-oriented gamification had a significantly positive association with engagement, dependability, novelty, and stimulation; social-oriented gamification had significantly positive association with all the dimensions of user experience except for perspicuity and immersion; and immersion-oriented gamification had a significantly positively association with comfort, immersion, engagement, novelty, and simulation.”
Reference
Zhang, Y., Xi, N., Liang, C., & Hamari, J. (2024, January 8). The relationships between different forms of gamification and user experience: A study in the context of elderly well‑being applications. In Proceedings of the 57th Hawaii International Conference on System Sciences. Hawaii International Conference on System Sciences. Retrieved from https://scholarspace.manoa.hawaii.edu/items/2d8b1188-e6a2-4f18-b402-a97664464cd4
Keywords
Gamification, Elderly, Mobile Application