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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
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
35
Voettekst 36