Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study

Background Gamification and persuasive games are effective tools to motivate behavior change, particularly to promote daily physical activities. On the one hand, studies have suggested that a one-size-fits-all approach does not work well for persuasive game design. On the other hand, player modeling and recommender systems are increasingly used for personalizing content. However, there are few existing studies on how to build comprehensive player models for personalizing gamified systems, recommending daily physical activities, or the long-term effectiveness of such gamified exercise-promoting systems. Objective This paper aims to introduce a gamified, 24/7 fitness assistant system that provides personalized recommendations and generates gamified content targeted at individual users to bridge the aforementioned gaps. This research aims to investigate how to design gamified physical activity interventions to achieve long-term engagement. Methods We proposed a comprehensive model for gamified fitness recommender systems that uses detailed and dynamic player modeling and wearable-based tracking to provide personalized game features and activity recommendations. Data were collected from 40 participants (23 men and 17 women) who participated in a long-term investigation on the effectiveness of our recommender system that gradually establishes and updates an individual player model (for each unique user) over a period of 60 days. Results Our results showed the feasibility and effectiveness of the proposed system, particularly for generating personalized exercise recommendations using player modeling. There was a statistically significant difference among the 3 groups (full, personalized, and gamified) for overall motivation (F3,36=22.49; P<.001), satisfaction (F3,36=22.12; P<.001), and preference (F3,36=15.0; P<.001), suggesting that both gamification and personalization have positive effects on the levels of motivation, satisfaction, and preference. Furthermore, qualitative results revealed that a customized storyline was the most requested feature, followed by a multiplayer mode, more quality recommendations, a feature for setting and tracking fitness goals, and more location-based features. Conclusions On the basis of these results and drawing from the gamer modeling literature, we conclude that personalizing recommendations using player modeling and gamification can improve participants’ engagement and motivation toward fitness activities over time.

[1]  Juho Hamari,et al.  Do badges increase user activity? A field experiment on the effects of gamification , 2017, Comput. Hum. Behav..

[2]  James Jaccard,et al.  Pairwise multiple comparison procedures: A review. , 1984 .

[3]  Gustavo Fortes Tondello,et al.  Player Characteristics and Video Game Preferences , 2019, CHI PLAY.

[4]  Rita Orji,et al.  Towards a Trait Model of Video Game Preferences , 2018, Int. J. Hum. Comput. Interact..

[5]  Marina Papastergiou,et al.  Exploring the potential of computer and video games for health and physical education: A literature review , 2009, Comput. Educ..

[6]  Elke E. Mattheiss,et al.  Using Player Type Models for Personalized Game Design - An Empirical Investigation , 2016, IxD&A.

[7]  Alexandre N. Tuch,et al.  Towards understanding the effects of individual gamification elements on intrinsic motivation and performance , 2017, Comput. Hum. Behav..

[8]  Liyan Song,et al.  Digital Game-Based Learning , 2014 .

[9]  Juho Hamari,et al.  The rise of motivational information systems: A review of gamification research , 2019, Int. J. Inf. Manag..

[10]  Katie A. Siek,et al.  Persuasive wearable technology design for health and wellness , 2012, 2012 6th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHealth) and Workshops.

[11]  Miguel A. Labrador,et al.  A Survey on Human Activity Recognition using Wearable Sensors , 2013, IEEE Communications Surveys & Tutorials.

[12]  Julita Vassileva,et al.  Tailoring persuasive health games to gamer type , 2013, CHI.

[13]  Iraklis Varlamis,et al.  Social recommendations for personalized fitness assistance , 2018, Personal and Ubiquitous Computing.

[14]  Josef Wiemeyer,et al.  Player Experience , 2016, Serious Games.

[15]  Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts , 2019, CHI PLAY.

[16]  S. Ali Etemad,et al.  Keeping Users Engaged through Feature Updates: A Long-Term Study of Using Wearable-Based Exergames , 2017, CHI.

[17]  Juho Hamari,et al.  Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.

[18]  J. Clobert,et al.  Social personality trait and fitness , 2008, Proceedings of the Royal Society B: Biological Sciences.

[19]  Julita Vassileva,et al.  Improving the Efficacy of Games for Change Using Personalization Models , 2017, ACM Trans. Comput. Hum. Interact..

[20]  Regan L. Mandryk,et al.  BrainHex: A neurobiological gamer typology survey , 2014, Entertain. Comput..

[21]  Enrica Loria,et al.  A Framework to Infer Player Experience and Inform Customized Content Generation in Gameful Systems , 2019, CHI PLAY.

[22]  Josef Wiemeyer,et al.  Recommendations for the Optimal Design of Exergame Interventions for Persons with Disabilities: Challenges, Best Practices, and Future Research. , 2015, Games for health journal.

[23]  Lennart E. Nacke,et al.  From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.

[24]  Lennart E. Nacke,et al.  The maturing of gamification research , 2017, Comput. Hum. Behav..

[25]  I Martínez-GarcíaAna,et al.  Adaptive exergames to support active aging , 2017 .

[26]  Qian He,et al.  RecFit: a context-aware system for recommending physical activities , 2014, MMA@SenSys.

[27]  Maria Letizia Jaccheri,et al.  Gameplay as Exercise , 2016, CHI Extended Abstracts.

[28]  J. McGonigal Reality Is Broken: Why Games Make Us Better and How They Can Change the World , 2011 .

[29]  Elke E. Mattheiss,et al.  Player Type Models: Towards Empirical Validation , 2016, CHI Extended Abstracts.

[30]  Markus Bick,et al.  A Design Framework for Adaptive Gamification Applications , 2018, HICSS.

[31]  J. Brug,et al.  A tailored lifestyle intervention to reduce the cardiovascular disease risk of individuals with Familial Hypercholesterolemia (FH): design of the PRO-FIT randomised controlled trial , 2010, BMC public health.

[32]  Elena Márquez Segura,et al.  Chasing Play Potentials: Towards an Increasingly Situated and Emergent Approach to Everyday Play Design , 2019, Conference on Designing Interactive Systems.

[33]  K. Khunti,et al.  Sedentary time in adults and the association with diabetes, cardiovascular disease and death: systematic review and meta-analysis , 2012, Diabetologia.

[34]  Bart P. Knijnenburg,et al.  Explaining the user experience of recommender systems , 2012, User Modeling and User-Adapted Interaction.

[35]  Judy Robertson,et al.  Understanding exergame users' physical activity, motivation and behavior over time , 2013, CHI.

[36]  James Fogarty,et al.  Game design principles in everyday fitness applications , 2008, CSCW.

[37]  Deborah I Thompson,et al.  Playing for real: video games and stories for health-related behavior change. , 2008, American journal of preventive medicine.

[38]  Sergio F. Ochoa,et al.  Adaptive exergames to support active aging: An action research study , 2017, Pervasive Mob. Comput..

[39]  H. Potts,et al.  Younger Adolescents’ Perceptions of Physical Activity, Exergaming, and Virtual Reality: Qualitative Intervention Development Study , 2019, JMIR serious games.

[40]  Stoyan R. Stoyanov,et al.  Gamification for health and wellbeing: A systematic review of the literature , 2016, Internet interventions.

[41]  Rita Orji,et al.  Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types , 2018, CHI.

[42]  R. Rhodes,et al.  Personality correlates of physical activity: a review and meta-analysis , 2006, British Journal of Sports Medicine.

[43]  Julian J. McAuley,et al.  Modeling Heart Rate and Activity Data for Personalized Fitness Recommendation , 2019, WWW.

[44]  Assessment of Active Video Gaming Using Adapted Controllers by Individuals With Physical Disabilities: A Protocol , 2017, JMIR research protocols.

[45]  Judy Kay,et al.  Towards a Long Term Model of Virtual Reality Exergame Exertion , 2017, UMAP.

[46]  Marc Busch,et al.  The Gamification User Types Hexad Scale , 2016, CHI PLAY.

[47]  Max L. Wilson,et al.  Brain activity and mental workload associated with artistic practice , 2018 .

[48]  Jennifer G. Sheridan,et al.  Designing sports: a framework for exertion games , 2011, CHI.

[49]  David W. McDonald,et al.  Goal-setting considerations for persuasive technologies that encourage physical activity , 2009, Persuasive '09.

[50]  Tyler Sax,et al.  Just a Fad? Gamification in Health and Fitness Apps , 2014, JMIR serious games.

[51]  C. Dolea,et al.  World Health Organization , 1949, International Organization.

[52]  Oriol Marquet,et al.  Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity , 2017, JMIR serious games.

[53]  Gustavo Fortes Tondello,et al.  "I Don't Fit into a Single Type": A Trait Model and Scale of Game Playing Preferences , 2019, INTERACT.

[54]  Xiaonan Guo,et al.  FitCoach: Virtual fitness coach empowered by wearable mobile devices , 2017, IEEE INFOCOM 2017 - IEEE Conference on Computer Communications.

[55]  Atreyi Kankanhalli,et al.  User Models for Personalized Physical Activity Interventions: Scoping Review , 2019, JMIR mHealth and uHealth.

[56]  Darryl Charles,et al.  Player-Centred Game Design : Player Modelling and Adaptive Digital Games , 2005 .

[57]  K. Courneya,et al.  Personality correlates of exercise behavior, motives, barriers and preferences: An application of the five-factor model , 1998 .

[58]  Daniele Loiacono,et al.  Player Modeling , 2013, Artificial and Computational Intelligence in Games.

[59]  Scott Nicholson,et al.  A RECIPE for Meaningful Gamification , 2015 .

[60]  Vaibhav Sinha,et al.  A personalized time-bound activity Recommendation System , 2017, 2017 IEEE 7th Annual Computing and Communication Workshop and Conference (CCWC).

[61]  Juho Hamari,et al.  Do Persuasive Technologies Persuade? - A Review of Empirical Studies , 2014, PERSUASIVE.

[62]  Mi Zhang,et al.  MyBehavior: automatic personalized health feedback from user behaviors and preferences using smartphones , 2015, UbiComp.