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.
 
        
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