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2. Additional background research
A lot of papers and reports related to game motivations have been explored and inducted together. A variety of different theories and relevant models are connected and arranged in a particular concept map. In this concept map, it is easier to have a better understanding of the game motivations and examine this field from a macro perspective. There are three types of game motivations sorted by forms which are Individual motivation, social interaction, and flow experience. A research team has analyzed the relationship between gamers and game-related elements and set a model. Individual motivations stand for players’ personal achievements, interests of gameplay, other people’s recognition and so on. This motivation is self-determined enjoyment. Another motivation is social interactions, separated into two kinds: motivations inside the game and motivations around the game. Motivations inside the game are gamers’ collaboration, competition, and relationship. Another one represents other social elements (companies and organizations) activities in the game industry. In our design concept, individual motivations are people’s willingness to lose weight and fitness. Users’ social interactions are teaming up to play together and battling with friends in the game. Both types of motivation can increase people’s stickiness of the application. Flow experience would stimulate people to continue playing. We have set a series of achievement points that seem like tasks for users to complete. Continuous flow experience maintains users in the application. From a psychology perspective, game motivations can be intrinsic motivation and extrinsic motivation. Intrinsic motivation is related to self-concerned personal goals, which are personal aims corresponding to health issues. Extrinsic motivation is some outcomes from the game, which are progress that our user has made from personal data tracking, collected achievements, and victory in the game. These relevant theories have created clear logical lines and conceptual models for us to have more enlightenment and benefit while designing our project.
As for this concept map, it was made by analyzing six peer-reviewed articles related to exercise motivation. These six articles are all about the factors that would affect the exercise motivation. Nowadays, there are still many people who suffered from different diseases because of the lack of exercise, so we have to find a solution to help them get out of the house to participate in outdoor activities to strengthen their physical fitness.By reading and referring to the above six peer-reviewed articles, many scholars have found out the important factors of motion motivation of movie stars through a comparative analysis of experiments. From the article two, article three and article five, we can find out that positive affective response, positive body image and real-time exercise information feedback are three factors lead to better exercise motivation, and people's pursuit of their own image will affect their emotional feedback on exercise, so these two factors are mutually influential. In our own project, we need to guide users to generate positive emotional feedback to improve the user's motivation. The article one, five and six are related to the game-based application, which is a new way to use the interest to maintain user’s motivation. The article one is different from the other two articles, and it is about the immersive game, which can let people feel the game more realistically. The important factors that game-based applications can maintain user dependencies are enjoyment, social, and competition. So as for the next stage, we can combine these three factors with our project.
The research I did was mainly to discover different ways in which APPs motivate people to exercise. It was found that when designing the program, these apps considered internal factors that affect users, external factors, and some apps reviewed fitness informatics. Internal factors include factors such as satisfaction, social interaction, and identity. External factors include reciprocity and competitiveness. More, some software also considers the gender factor of the user, and the designer will design different user-centric products according to the gender of the user. All of the above factors can be a motivational factor to consider when designing our products.
In general, the beginning of this poster is an example of English learning. It is analyzed that the motivation can help the volunteers to accomplish the target task more quickly. It is, therefore, associated with the movement of the user. You can stick to your daily workouts and help them complete their set weight loss goals faster. Then, the analysis of intrinsic motivation and external motivation respectively has the same effect on improving the user's exercise frequency, except that one starts from the user's physiological feelings and starts from various signals received by the user from the outside world. It is thus associated with the combination of this internal and external motivation to modify the function of the sports app, which may yield more durable potential users. The third, fourth, fifth, and sixth articles reveal the influence of the user's personality, mood, age, and free time on their motivation. For younger users, they have more time, and therefore they are more willing to invest in sports, so their motivation is higher than professional workers. However, both young and old can get happiness from exercise, and happiness can be counterproductive to enhance their motivation. In conjunction with our current APP, because the domain of the project is to prevent obesity and maintain daily exercise, the improvement in motivation for the app is how to increase and maintain potential users for this app. Setting the task for the user satisfies the conclusion of the first article. This means the way to improve the user's motivation by giving rewards by defeating the food monster. Secondly, combined with the factors of internal and external motivation, such as promoting the bodybuilding star's recipes or daily exercise plans in the APP, setting time reminder supervision, and punching functions to help users maintain daily exercise. In order to improve the user's happiness, it can also enhance the function of the joint social exercise, not only to improve the relationship between helping users and local friends but also to help those introverted users to improve their motivation and more opportunities to reach the same Sports crowd. However, our projects also have some limitations. Since the positioning of the product is an entertaining sports product, we found in the early user survey that the user's task of recreational fitness products does not help them lose weight in the fastest and most effective way. In other words, this app is only for people who do not need professional guidance for professional weight loss and to maintain their daily exercise. This positioning will significantly reduce our potential user base. Therefore, after implementing the improvement suggestions in the next stage, we will continue to conduct user surveys to test the effects and feedback of increasing the game mode and regular (professional) mode operation.
With the improvement of the quality of life, people can easily accumulate energy in daily life. How to motivate people to exercise daily to maintain health is already being a significant issue that is worthy of further study. We hope to design an entertainment app that helps users record their daily energy intake and exercise consumption so that users can enjoy some fun rather than doing boring professional exercise guidance while achieving the purpose of recording.
According to the research, in the youth group, users always show a high motivation for the type of fitness of the game. After investigation, we summarized three reasons that most affected people's continuous exercise: laziness, busyness and boredom. Laziness is the nature of human beings, and we can hardly change this feature from the outside. For the second feature, external factors can't affect the job or learning busyness of each different user. Therefore, we focus our attention on the last factor. As a designer, how to integrate the boring daily exercise process into interesting and attractive elements has become the main goal of our project.