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健康可穿戴设备、游戏化与健康活动。

Health Wearables, Gamification, and Healthful Activity.

作者信息

Hydari Muhammad Zia, Adjerid Idris, Striegel Aaron D

机构信息

University of Pittsburgh.

Virginia Polytechnic Institute and State University.

出版信息

Manage Sci. 2023 Jul;69(7):3920-3938. doi: 10.1287/mnsc.2022.4581. Epub 2022 Dec 19.

Abstract

Health wearables in combination with gamification enable interventions that have the potential to increase physical activity-a key determinant of health. However, the extant literature does not provide conclusive evidence on the benefits of gamification and there are persistent concerns that competition-based gamification approaches will only benefit those who are highly active at the expense of those who are sedentary. We investigate the effect of Fitbit leaderboards on the number of steps taken by the user. Using a unique dataset of Fitbit wearable users, some of whom participate in a leaderboard, we find that leaderboards lead to a 370 (3.5%) step increase in the users' daily physical activity. However, we find that the benefits of leaderboards are highly heterogeneous. Surprisingly, we find that those who were highly active prior to adoption are hurt by leaderboards and walk 630 fewer steps daily post adoption (a 5% relative decrease). In contrast, those who were sedentary prior to adoption benefited substantially from leaderboards and walked an additional 1,300 steps daily after adoption (a 15% relative increase). We find that these effects emerge because sedentary individuals benefit even when leaderboards are small and when they do not rank first on them. In contrast, highly active individuals are harmed by smaller leaderboards and only see benefit when they rank highly on large leaderboards. We posit that this unexpected divergence in effects could be due to the underappreciated potential of non-competition dynamics (e.g., changes in expectations for exercise) to benefit sedentary users, but harm more active ones.

摘要

健康可穿戴设备与游戏化相结合能够实现一些干预措施,这些干预措施有可能增加身体活动量,而身体活动量是健康的一个关键决定因素。然而,现有文献并未提供关于游戏化益处的确凿证据,并且一直有人担心基于竞争的游戏化方法只会使那些高度活跃的人受益,而以久坐不动的人为代价。我们研究了Fitbit排行榜对用户步数的影响。利用一个独特的Fitbit可穿戴设备用户数据集,其中一些用户参与了排行榜,我们发现排行榜使用户的日常身体活动量增加了370步(3.5%)。然而,我们发现排行榜的益处具有高度的异质性。令人惊讶的是,我们发现那些在采用排行榜之前就高度活跃的人受到了排行榜的负面影响,采用后每天少走630步(相对减少5%)。相比之下,那些在采用排行榜之前久坐不动的人从排行榜中受益匪浅,采用后每天多走1300步(相对增加15%)。我们发现这些影响的出现是因为久坐不动的人即使在排行榜规模较小且他们并非排名第一时也能受益。相比之下,高度活跃的人会受到较小排行榜的伤害,只有在大型排行榜上排名靠前时才会受益。我们认为这种意想不到的效果差异可能是由于非竞争动态(例如对锻炼期望的变化)对久坐不动用户有益但对更活跃用户有害的潜力未得到充分认识。

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