Exploring virtual rewards in real life: A gimmick or a motivational tool for promoting physical activity?

dc.contributorAalto-yliopistofi
dc.contributorAalto Universityen
dc.contributor.authorHa, Yuvinen_US
dc.contributor.authorKaryda, Mariaen_US
dc.contributor.authorLucero, Andrésen_US
dc.contributor.departmentDepartment of Designen
dc.contributor.departmentDepartment of Mediaen
dc.contributor.organizationAalto Universityen_US
dc.date.accessioned2020-11-30T08:20:39Z
dc.date.available2020-11-30T08:20:39Z
dc.date.issued2020-07-03en_US
dc.description.abstractLeading companies in the wearables market have introduced different virtual reward systems to their products and services to increase user engagement and enhance playfulness. While existing studies report mixed views on the effectiveness of virtual rewards offered by activity trackers, we still have a limited understanding of people's lived experiences with virtual reward systems. A four-month diary-based autoethnography reflecting on the use of three popular activity trackers (i.e.,Fitbit, Apple Watch, and Google Fit) and their associated virtual reward systems, plus an online survey with 113 current users of the same activity trackers were conducted. Results provide rich insights into how users interact with virtual rewards in real-life, and how these impact people's engagement in physical exercise. A set of considerations to design user-centric virtual reward systems that provide more meaningful experiences to activity-tracker users are derived.en
dc.description.versionPeer revieweden
dc.format.extent12
dc.format.mimetypeapplication/pdfen_US
dc.identifier.citationHa, Y, Karyda, M & Lucero, A 2020, Exploring virtual rewards in real life : A gimmick or a motivational tool for promoting physical activity? in DIS 2020 - Proceedings of the 2020 ACM Designing Interactive Systems Conference. DIS 2020 - Proceedings of the 2020 ACM Designing Interactive Systems Conference, ACM, pp. 1847-1858, ACM Conference on Designing Interactive Systems, Eindhoven, Netherlands, 06/07/2020. https://doi.org/10.1145/3357236.3395477en
dc.identifier.doi10.1145/3357236.3395477en_US
dc.identifier.isbn9781450369749
dc.identifier.otherPURE UUID: ec27a524-279b-4f1b-b90d-d12522be3763en_US
dc.identifier.otherPURE ITEMURL: https://research.aalto.fi/en/publications/ec27a524-279b-4f1b-b90d-d12522be3763en_US
dc.identifier.otherPURE LINK: http://www.scopus.com/inward/record.url?scp=85090496679&partnerID=8YFLogxK
dc.identifier.otherPURE FILEURL: https://research.aalto.fi/files/53493641/3357236.3395477.pdfen_US
dc.identifier.urihttps://aaltodoc.aalto.fi/handle/123456789/61825
dc.identifier.urnURN:NBN:fi:aalto-2020113020670
dc.language.isoenen
dc.relation.ispartofACM Conference on Designing Interactive Systems: ACM Conference on Designing Interactive Systemsen
dc.relation.ispartofseriesDIS 2020 - Proceedings of the 2020 ACM Designing Interactive Systems Conferenceen
dc.relation.ispartofseriespp. 1847-1858en
dc.rightsopenAccessen
dc.subject.keywordActivity trackeren_US
dc.subject.keywordAutoethnographyen_US
dc.subject.keywordDigitalbadgeen_US
dc.subject.keywordPhysical activityen_US
dc.subject.keywordPointsen_US
dc.subject.keywordUser experienceen_US
dc.subject.keywordVirtual rewarden_US
dc.titleExploring virtual rewards in real life: A gimmick or a motivational tool for promoting physical activity?en
dc.typeA4 Artikkeli konferenssijulkaisussafi
dc.type.versionpublishedVersion

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