Titelangaben
Berger, Michelle ; Jung, Carolin:
Gamification in Nutrition Apps : Users' Gamification Element Preferences : A Best-Worst-Scaling Approach.
In:
Proceedings of the 54th Hawaii International Conference on System Sciences (HICSS). -
Honolulu, USA
,
2021
. - S. 1335-1344
ISBN 978-0-9981331-4-0
Abstract
An unhealthy diet has become aleading risk factor for many diseases.The use of gamification elements (GEs)in nutrition apps offers a promising approach to change the eating habit.But,the design ofGEs is ofteninsufficient, leading to low user retention. Hence,the consideration of the underlying context and the target users’preferencesis essential. By conducting a survey with 220 possible usersfollowing the best-worst-scaling method, we found thatgoals, performance graphs,progress bars, rewards, and levelswere the mostpreferredGEs in nutrition context. Leaderboards, narratives, social interaction,and badges were less desired.On average, five elements are perceivedasoptimal by most survey participants.Compared to users’ preferences in education and physical activity contexts, similarities, but also differences,were found.Our findings contributetoa better understanding of contextual differences of GEpreferencesand provide starting points for further research on gamification.