Applying gamification to improve quality of life: exploration of the effectiveness of a game that empowers users to improve their quality of life

R.C.Y. Nuijten, P.M.E. Van Gorp, K.C.R. van den Dungen, U. Kaymak, P.M. Le Blanc, F. Dijstelbloem

Research output: Contribution to conferencePosterAcademic

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Abstract

Gamified personal informatics offer us a chance to take responsibility for our quality of life ourselves. This study explores the effectiveness of such personal informatics; i.e. its ability to empower people to improve their quality of life. Within this study, two social challenges have been designed. Subsequently, their ability to improve a person’s health status and ecological footprint – as antecedents of quality of life – is empirically evaluated. Data analysis suggests that gamified personal informatics can empower users to improve their health (i.e. bodily functions as well as social participation). Within this study, a relation between personal informatics and users’ ecological footprint is not found.
Original languageEnglish
Publication statusPublished - 19 Mar 2018
Event2018 ICT.OPEN - De Flint, Amersfoort, Netherlands
Duration: 19 Mar 201820 Mar 2018
http://www.ictopen.nl

Conference

Conference2018 ICT.OPEN
Abbreviated titleICT.OPEN 2018
CountryNetherlands
CityAmersfoort
Period19/03/1820/03/18
Internet address

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title = "Applying gamification to improve quality of life: exploration of the effectiveness of a game that empowers users to improve their quality of life",
abstract = "Gamified personal informatics offer us a chance to take responsibility for our quality of life ourselves. This study explores the effectiveness of such personal informatics; i.e. its ability to empower people to improve their quality of life. Within this study, two social challenges have been designed. Subsequently, their ability to improve a person’s health status and ecological footprint – as antecedents of quality of life – is empirically evaluated. Data analysis suggests that gamified personal informatics can empower users to improve their health (i.e. bodily functions as well as social participation). Within this study, a relation between personal informatics and users’ ecological footprint is not found.",
author = "R.C.Y. Nuijten and {Van Gorp}, P.M.E. and {van den Dungen}, K.C.R. and U. Kaymak and {Le Blanc}, P.M. and F. Dijstelbloem",
year = "2018",
month = "3",
day = "19",
language = "English",
note = "2018 ICT.OPEN, ICT.OPEN 2018 ; Conference date: 19-03-2018 Through 20-03-2018",
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Applying gamification to improve quality of life : exploration of the effectiveness of a game that empowers users to improve their quality of life. / Nuijten, R.C.Y.; Van Gorp, P.M.E.; van den Dungen, K.C.R.; Kaymak, U.; Le Blanc, P.M.; Dijstelbloem, F.

2018. Poster session presented at 2018 ICT.OPEN, Amersfoort, Netherlands.

Research output: Contribution to conferencePosterAcademic

TY - CONF

T1 - Applying gamification to improve quality of life

T2 - exploration of the effectiveness of a game that empowers users to improve their quality of life

AU - Nuijten, R.C.Y.

AU - Van Gorp, P.M.E.

AU - van den Dungen, K.C.R.

AU - Kaymak, U.

AU - Le Blanc, P.M.

AU - Dijstelbloem, F.

PY - 2018/3/19

Y1 - 2018/3/19

N2 - Gamified personal informatics offer us a chance to take responsibility for our quality of life ourselves. This study explores the effectiveness of such personal informatics; i.e. its ability to empower people to improve their quality of life. Within this study, two social challenges have been designed. Subsequently, their ability to improve a person’s health status and ecological footprint – as antecedents of quality of life – is empirically evaluated. Data analysis suggests that gamified personal informatics can empower users to improve their health (i.e. bodily functions as well as social participation). Within this study, a relation between personal informatics and users’ ecological footprint is not found.

AB - Gamified personal informatics offer us a chance to take responsibility for our quality of life ourselves. This study explores the effectiveness of such personal informatics; i.e. its ability to empower people to improve their quality of life. Within this study, two social challenges have been designed. Subsequently, their ability to improve a person’s health status and ecological footprint – as antecedents of quality of life – is empirically evaluated. Data analysis suggests that gamified personal informatics can empower users to improve their health (i.e. bodily functions as well as social participation). Within this study, a relation between personal informatics and users’ ecological footprint is not found.

M3 - Poster

ER -