Exploring Virtual Rewards in Real Life: A Gimmick or a Motivational Tool for Promoting Physical Activity?

Gamification DesignFitness Tracking & Physical Activity MonitoringAthletes & Fitness EnthusiastsPersonal Trainers & Fitness Coaches

Leading 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.

Quick Actions

Share

Share this page

ios_share

https://hci.top/en/papers/dis/39049/2020

AdRecommended

Learn AI Coding at CodeNow

open_in_newOpen DOI Link
DOI: https://dl.acm.org/doi/abs/10.1145/3357236.3395477
At a Glance

Paper Snapshot

fact_check
dataset
Source
DIS
calendar_month
Year
2020
emoji_events
Award
No award tagged
group
Authors
3 authors
sell
Subtopics
Gamification Design, Fitness Tracking & Physical Activity Monitoring
work
Professions
Athletes & Fitness Enthusiasts, Personal Trainers & Fitness Coaches
article
Content Status
Abstract only
hub
Related Papers
10 related papers