Abstract

Even using simple techniques like taking the stairs, many individuals struggle to maintain the motivation to be physically active. Health gamification systems can aid this goal by providing points earned through exercise that are redeemable for tangible extrinsic rewards. Using self-determination theory, we conduct research on one such system and investigate rewards’ effectiveness to promote exercise considering reward value, redemption frequency patterns, and fitness levels. We find that rewards do significantly increase activity levels, and this effect is larger for advanced users who redeem multiple times for higher value rewards. We close by offering future research avenues and advice to optimize reward portfolios.

Full Text
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