games for health - wouter sluis-thiescheffer & janienke sturm - meaningful feedback at opportune...

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PLAYFIT

MEANINGFUL FEEDBACK at OPPORTUNE MOMENTS

How persuasive feedback motivates teenagers to move

Wouter Sluis-Thiescheffer

UX Researcher > 12 yrs

Specialized in UX, Children and Youth

PlayFit, Swimgames, Games4Therapy

@WouterS_T

wouter.sluis@fontys.nl

nl.linkedin.com/in/rjwsluisthiescheffer/

The challenge

• structural reduction of sedentary behavior in vocational

education

The opportunity

• persuasive feedback

4

• RAAK-PRO, research, education and business

• 1.5 mln, May 2010 – May 2014

• Continued in several initiatives

A sedentary lifestyle requires action

Voettekst 6

7

Among 4-17 year olds, teenagers in vocational

education have the most sedentary lifestyle

8

During holidays they are even more sedentary than

senior citizens (65+ and 75+)

5 interventions for an active lifestyle

Voettekst 10

Playfit Concepts

throughout a

schoolday.

Clockwise:

Tramoline game

Walk of Fame

Mobile Lessons

Wiggle the Eye

Voettekst 11

After School?

Sustainable Behavioral Change

with persuasive feedback

Intrinsic Motivation

• Autonomy

• Relatedness

• Competence

Self Determination Theory

Deci and Ryan (2000)

15

Fogg (2009)

To change behavior

• Motivation

• Ability

• Triggers

16

Triggers for sustainable behavioral change

• Sparks

– motivational messages

• Facilitators

– making it easier to perform

• Signals

– reminders to perform the wanted behavior

17

18

19

Audio Game:

• Listen to own music +

narration

• Missions: Collect items for

basecamp

• When zombies appear: run!

20

Participants and study setup

– 9 students in vocational education

– 13 – 14 years of age

– Voluntary

– 2 weeks playing

– Exit-interview

21

Sparks

– “You have to run Faster, the Zombies are gaining on you”

– “Good Job, You did great”

22

Facilitators

– Tutorial

23

Signals

– Signals that indicate the zombies are coming

– The moaning

– WhatsApp reminders by the experimenter

24

Results

Voettekst 25

General

– Students felt they improved on their shape

– Audio play was fun and captivating

– Zombies were realistic enough to engage

26

Sparks

– Appreciated and perceived as motivating

– Could improve by being more accurate in relation to

performance

27

Facilitators

– Concept of a tutorial was too old-fashioned

– Rather a tutorial level and gradual explanation of options

28

Signals

– Daily What’s app reminders were effective

– Signalling of the zombies made them run faster

– Timing could optimize effectiveness

29

Suggestions for improvements express intrinsic motivation

– Set their own goals (autonomy)

– Receive performance feedback (competence)

– Share with friends (relatedness)

Voettekst 30

Zombies Run seemed effective:

5/9 participants still playing

after one month

31

ReCap

Voettekst 32

The challenge

• structural reduction of sedentary behavior in vocational

education

The opportunity

• Persuasive feedback

Thank you

For more insights on PlayFit:

www.playfitproject.nl

Download our ebooks!

www.playfitproject.nl/ebooks

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