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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

A Review of Fitness Tracker Game Elements and a Novel Game Approach for the Design Space

Neupane, Aatish 02 April 2021 (has links)
Physical activities like walking have proven health benefits. People are adopting fitness trackers to track physical activity, but they often stop using them after a relatively short time. Many apps and games exist in the app markets that use gamification to tackle this problem of motivation. In this thesis, we examined these existing gamified fitness tracker apps from app markets and looked at the usage of different game elements within these apps. We conducted a systematic review of existing fitness Tracker Apps from Google Play Store and Apple App Store and used a mixed-method approach to identify apps, categorize them by different game elements used and found gaps in the design space using basic statistics, group clustering algorithms, and network analysis using NodeXL. We also developed a mobile game that combines step tracker data, a compelling narrative, and a strategic resource management mechanic with social cooperative-collaborative gameplay to encourage users to keep using fitness trackers and exercise more. It utilizes game elements and mechanics that haven't been explored by previous research or games as validated by our results from the systematic review of gamified fitness tracker apps.
2

Co-creation: designing a smartwatch app to help sedentary people enjoy physical activity

Oprea, Ligia-Estera January 2016 (has links)
A sedentary life leads to numerous health problems, thus the need of constant motivation for a more active lifestyle. This paper presents a design process for a smartwatch app in its early stages while exploring and involving users in engaging activities. Potential users have been involved throughout the design process, in design experiments in order to co-create engaging physical activities. The key element “engaging” refers to physical activities as being fun, captivating, attractive. After an online questionnaire about physical activity and reasons for not being active, followed by an autoethnography on fitness apps, like Let’s Muv, Zombie, Run!, Coach5K, 7 min workout and Fitnet, three experiments were conducted. The experiments - interview, bodystorming, brainstorming - were performed with the focus on exploring engaging physical activities in a work environment, and therefore understand the effective features a smartwatch could have to motivate people to a more active lifestyle.
3

Gender differences in gratifications from fitness app use and implications for health interventions

Klenk, Saskia, Reifegerste, Doreen, Renatus, Rebecca 29 October 2019 (has links)
Previous research has shown gender differences in the motivations to be physically active, in mobile phone gratifications, and social media usage, but so far these areas have not been studied together. Based on the uses and gratification approach and self-determination theory, we aimed to identify gender-specific gratifications and determinants of fitness app usage in combination with fitness-related Facebook groups. Results of an online survey (N = 171) and of a mobile experience sampling method (N = 31) revealed that the app Runtastic was primarily used for achieving goals and to improve enjoyment for physical activity, with men and older participants sharing results with others in Facebook groups more often than women and younger participants. Conclusions regarding genderspecific targeting strategies and user-centered design and content of mHealth features are presented.
4

Digitala funktioner för fysisk aktivitet : Hur bidrar träningsappar till motivation? / Digital features for physical activities : How do fitness apps boost motivation?

Seyoum, Natnael, Aspehult, Nelly, Cato, Simone January 2022 (has links)
In recent years, apps aimed towards promoting health and fitness have become increasingly popular. It is evident by research that health and fitness apps can have positive effects such as increased physical activity among its users. However, as health and fitness app downloads continue to increase, physical activity does not follow the same trend. Physical inactivity is a widespread issue today as it affects public health and leads to substantial costs for healthcare and society. This indicates a need for a deeper understanding in how health and fitness apps can be part of the solution for the issue of physical inactivity. The aim of this paper is to investigate which digital app functions in health and fitness apps are most effective in promoting motivation for physical activity, which functions support users’ congenital psychological needs for motivation as well as which congenital needs users think are the most important to fulfill for the purpose of promoting motivation for physical activity. The study is based on a quantitative approach and presents user experiences collected with an online survey spread via social media platforms. The survey answers have been reviewed and examined in relation to two theoretical frameworks: Self-Determination Theory and the taxonomy of app features based on Self-Determination Theory. Results of the study show users find competence to be the most prioritized inherent need for a health and fitness app to fulfill, closely followed by autonomy. Competence's high ranking among users aligns well with the three highest rated app functions which fall under the competence category. The highest rated function for motivation for physical activity was activity logging. Regarding which functions support which congenital needs, users found autonomy to be best supported by function 1: goal setting and function 6: summaries which contradicts earlier research that categorizes summaries as a function that supports the competence need. However, the results of this study also place summaries as the function which best supports the competence need. For the relatedness need the results of our web survey shows many respondents find that none of the included functions of this study support the need for relatedness.

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