A Theory-Driven System Model to Promote Physical Activity in the Working Environment with a Persuasive and Gamified Application Md Sanaul Haque Timo Jämsä Maarit Kangas Research Unit of Medical Research Unit of Medical Research Unit of Medical Imaging, Physics and Technology Imaging, Physics and Technology Imaging, Physics and Technology University of Oulu University of Oulu University of Oulu Oulu, Finland Medical Research Center Oulu Medical Research Center Oulu md.haque@oulu.fi Oulu University Hospital and Oulu University Hospital and University of Oulu University of Oulu Oulu, Finland Oulu, Finland timo.jamsa@oulu.fi maarit.kangas@oulu.fi result of the study will be used to build an actual persuasive application with gamification techniques. Abstract Physical activity (PA) is important to prevent 1 Introduction and lessen the risks of various diseases as well as progress in physical and mental health. Recently, persuasive applications, targeted at changing Employees expend a lot of time at their behaviors, have become well-known and popular in workplace such as office environment. health domain [1]. Persuasion is one of the most Working efficiency may be harmfully affected effective tools to support change behaviour [2]. if the worker is physically inactive. The Persuasive Technology has been proposed as an actual purpose of this study was to design a system method to encourage behaviour change and it has a model to guide employees at their workplace potential for improving health-related quality of life [3]. on their PA promotion. We propose a system Thus, by using PA promotion application it might be model integrating the psychological theory possible to increase work productivity and to improve known as Self-determination Theory (SDT) weight management. To design persuasive applications, which indicates that people can be motivated researchers use game design elements in non-game extrinsically through the fulfilment of three contexts as an effective technique to encourage psychological needs: autonomy, competence, employees to achieve their goals. Gamification is an and relatedness. To do this, game elements effective catalyst to persuade individuals submissive to such as points, badges and leaderboard were roles [4-5]. Furthermore, persuasive technology and applied into the system model. We utilized the gamification research share common ground with system model to design a gamified persuasive respect to the psychological factors [6]. application. We developed a prototype of PA In recent times, persuasive applications have been promotion app using the User-Centered Design designed for psychological influence. E.g. goals and (UCD) process. We conducted UCD iteration feedback was applied in a mobile phone app to promote and pilot-tested the prototype of an app with PA among young adults [7]. Rewards, feedback and end users. They used the prototype of an app to goal setting have been used in a smartphone application perform some activities e.g. walking after to increase PA among the patients [8]. Health Month [9] breakfast and lunch hour. We found that it brings a positive impact on the employees in is an application in which game elements (points and promoting their PA in their workplace. The badges etc.) have been used to inspire users to select rubrics for health-related behavior for one month. Users Copyright © by the paper’s authors. Copying permitted only for private can win or lose points based on those rubrics and receive and academic purposes. inspiration via a social platform. However, research has In: A. Editor, M. Meder, A. Rapp, T. Plumbaum and F. Hopfgartner shown diminutive evidence about gamified systems e.g. (eds.): Proceedings of the DDGD 2017 Workshop, Tampere, Finland, 20- persuasive application for PA promotion in the working September-2017, published at http://ceur-ws.org environment. Gethealthapp [10] is an intuitive mobile able to finish an activity, e.g. after the breakfast and application for employees and an online dashboard for lunch period at the office, walking for 10 minutes. employers allowing effective tracking and management Autonomy refers to the feelings of having the choice to of their wellness programs. Employees use the view one’s social environment and enabling selections application to check their daily health tasks, such as corresponding to complete an activity, e.g. the ability to move, munch, and mind. The move is like PA, munch is go for a 10-minute walking with colleagues or alone. to eat well and mind is to keep one’s mind calm like Relatedness is the ability to connect with others, e.g. to napping. The mobile application uses gamified methods stay connected with other colleagues using a PA such as it gives the employees to gain rewards as points application. Employees are motivated intrinsically when and leaderboard of friends and colleagues. Recent they sense happy while doing activities whereas more research revealed methodological limitations in extrinsically motivated employees perform the activity gamified systems – “proper psychometric because they want to achieve to some degree from measurements, absence of motivational affordance, completing the activity, for example, earning psychological and behavioural outcomes” [11]. Our badges/points after walking for 10 minutes after the project deliberates theoretical constructs using the game breakfast/lunch period. The employees who are not mechanism, UCD process and implementing our interested in doing any activities are regarded as application. The main purpose of this study is to answer amotivated. the key research question: Can we incorporate a psychological concept in 2.2 Game Design Elements designing a gamified system model for employees’ PA promotion in the working environment? Gamification is defined as the use of game design To answer the research question, the previously elements in non-gaming environments [4]. Gamification refers to motivating users by making their experience established SDT was selected because it brings the more playful and fun [15]. According to the theory of capability to support individual’s behaviour to offer motivation [16], human behaviour is principally reinforcement by the three psychological needs known motivated by extrinsic factors for example incentive or as autonomy, competence, and relatedness. We present a system model by using these psychological needs reward [16-17]. The reward is offered to “an individual inclined by autonomy support to encourage the as a result of the accomplishment of a specific task or the achievement of a target behaviour” [18]. Within the employees in their PA promotion in their working domain of persuasive technology research, reward acts environment. Previous research has indicated that as the construct to measure how fit the reward as a applications which are developed focused on the users’ persuasive approach can persuade individuals to models are more likely to have effectiveness than those applications which are not focused on users’ models perform a target behaviour. The reward can be [12]. Therefore, we applied our proposed system model implemented as virtual points and badges etc. [18]. Moreover, competition is a persuasive approach that to design a gamified persuasive application using the delivers from the Theory of Competition [19]. UCD process. Our system model is grounded on the Competition refers to “the act of seeking or endeavoring Ryan’s SDT theory model of physical activity to gain what another is endeavoring to gain at the same behavioural change [13]. time” [20]. Within the domain of persuasive technology research, competition acts as the construct to measure 2 Literature Review how fit the competition as a persuasive approach can persuade individuals to perform a target behaviour. In 2.1 Motivation the persuasive applications, Competition can be Two motivational approaches are accepted by the implemented as a leaderboard on which users’ human which is intrinsic and extrinsic motivation [14]. performance is demonstrated [21]. Competition allows According to SDT, there are three types of users to know their position, view and compares their psychological needs that are competence, autonomy and performance of a target behavior by means of the relatedness which can intrinsically motivate people [14] performance of others [22]. in their PA promotion. Competence is the sense of being 3. Designing System Model particularly exercise/walking and weight control (Fig. 1). SDT has been selected as it runs principally as an 3.1 Game Elements analysis for psychological level, seeks for the sources and reasons of the individual level of motivation, their Out of the game elements found in the literature, we thoughts, reactions and emotions. Thus, SDT theory selected some possible game elements. In general, indicated the purpose of motivation to improving empirical research has found that the implementation of motivational progress and wellbeing [31]. SDT reward i.e. points and badges and leaderboards is a facilitates a gateway to understand the outlines of PA- practical means to encourage users’ behaviour in non- related behaviour consequences e.g. walking/exercise, game contexts [23]. Specifically, within the PA the three basic psychological needs and autonomy- research, the game elements reward i.e. points and supportive elements that support the purpose of PA. This badges [24-30], and leaderboard [24-26,28-29] can effort of SDT helps to conceptualize a system model, for persuade people to accomplish a specific activity such example, our system model for employees to do PA. As as PA promotion i.e. exercise/walking in the working an example, we assume a mobile application to which environment. SDT is applied and employees update their daily activities (10 minutes of walking after breakfast/lunch) 3.2 System Model period. On the application, if the employee selects to go The approach used here was a combination of the for walking alone which implies their expression of the theoretical concept of SDT, regular game elements psychological need autonomy. If the employee chooses (points, badges and leaderboard), and positive and to go for walking with others/colleagues, it indicates motivating outcomes (exercise and weight control). We their expression of the psychological need relatedness. utilized the existing Ryan’s SDT theory model of health Active peering with others (e.g. display- a leaderboard behavioral change [13] to scaffolding the proposed on the application to perceive others’ accomplishments) system model. Ryan’s SDT theory model indicates that implies their expression of the psychological need the satisfaction of autonomy, competence and competence. relatedness brings positive outcomes for mental health We selected extrinsic motivation to use the game (higher quality of life, less anxiety, depression and elements (e.g. rewards - scoring points and earning somatization) and physical health (workout/exercise, badges to monitor the progress of everyday walking weight loss, glycemic control, non-smoking medication after breakfast/lunch period). We integrated the entire use, healthier diet and dental hygiene). This study, sequence of using SDT, autonomy support – however, highlighted the physical health elements psychological needs – self-determination motivation, Figure 1: Proposed system model through the lens of Ryan’s SDT theory model of behavioural change using these game elements to build an application. For 3.3.1 Empathize PA promotion such as exercise or weight control, Eight employees living in the Finland were interviewed employees monitor their daily achievement when face-to-face. Participants were from three nationalities. walking after breakfast/lunch period. An example of a The purpose of the interview was to perceive milestone is that an employee starts to walk for 20 employees’ views in relation to their willingness of PA minutes daily. They divide this task into two parts, i.e. promotion in their office environment. The employees 10 minutes walking after the breakfast period and were asked to describe their views and experience of another 10 minutes walking after the lunch period, and overcoming physical inactivity at the office such as how they get rewards (scoring points and earning badges) in do they conduct PA when sitting for long-time and return. Similarly, other milestones can be monitored for thoughts about anything that might motivate them and example positioning 1st, 2nd or 3rd on the leaderboard any technology-mediated tools that might support them based on total earned points. Their physical activities to do PA. Six employees (75%) reported the lack of PA can be measured by an application daily to track their in the working environment. Seven employees (88%) walking, and how they prefer to walk (walking with strongly recommended for a technological tool to which colleagues or walking alone etc.). Data-driven they can do PA particularly walking and weight control, approaches can be used to measure user’s fulfillment of and connect with others such as the tool can have the autonomy, competence and relatedness. To do this, an option to choose walking alone or walking with others. application followed by the system model is expected to They wanted to see their daily progress in a leaderboard. record the everyday data of the users’ activities and a They showed their interest to experience something that comparative analysis of several weeks can be can make them competitive, for example, lower points conducted. The application may count how active users holder will appear on the leaderboard with fatty face are by calculating their earned rewards and their time They showed interest to use the game elements: (scoring spent in using the application etc. points and earning badges -1st, 2nd and 3rd). However, some recommended exchanging the points in real time 3.3 User-Centered Design (UCD) Process voucher/gift, for example, a tea/coffee voucher. The UCD is an iterative application design process that above observation has informed us to move to the focuses on how the users use the application [32]. It Define step to come up with an actionable problem consists of five steps: Empathize, Define, Ideate, statement. Prototype, and Test. Empathize is described as the sense of understanding when answering a problem. Define indicates making the sense of information collected from the Empathize step and concludes with a problem statement i.e. a point-of-view (POV). Ideate focuses on creating ideas for designing prototypes that fit users’ recommendations and needs. Examples of ideation are body storming, mind mapping and sketching. Prototype denotes to an initial stage of an application release. This prototype can be a hard copy/paper object or an interactive display in smart devices) to support in creating the final design. Testing confirms that the prototype and result are polished, reconnoitering the needs of the users and clarifying the POV. Multiple ideas were considered to build a prototype by using several game elements. Ideation occurred in this time leading to prototyping to generate the final design. The prototype was then tested by few participants. Figure 2: Testing the prototype of a PA promotion app 3.3.2 Define they were using it in real time. The participants were asked to report whether the prototype motivated them to Based on the results of the interviews the following problem statement has been concluded: promote their PA in the working environment. Our Employees sense a lack of being physically active in intention in this study was to find the qualitative their working environment. A technological tool using information data of how participants use the prototype game elements can help them overwhelming the state of and response to the game elements in the prototype. We their physical inactivity and can help them to motivate collected participants’ response that was compelled in walking and tracking everyday walking history. by qualitative data. The data showed their progress in The above POV has drawn attention on how we completing the tasks facilitated by the prototype. might build an application with the aid of game elements to which users can experience more fun in their PA 4 Results and Limitations promotion. Based on the first iteration of the UCD process on a 3.3.3 Ideation persuasive and gamified application for promoting PA at working environment, we have concluded the The POV from the Define step has led us to design the following results. Four participants felt that choosing the prototype of the PA application. The idea of designing options to go for a walk with others or alone gave them the prototype was to observe users’ response and how the freedom of choice. Three participants expressed they responded using game elements in accordance with interest for a reminder that can be set before using the the SDT sequence. The prototype was designed by application. People naturally sense idle to do anything adding PBL game elements (points, badges and enthusiastically but may be tricked by external triggers leaderboards). such as diabetic patients improved their self-efficacy to control glycemic through text messaging [33]. Overall, 3.3.4 Prototype most participants positively reported in using the paper The objective of building the prototype was to verify prototype i.e. it motivated them to go for PA. whether users can run a gamified persuasive application, Participants showed their interest in earning the points and how do they react in using the application that and badges (Gold, Silver and Bronze). Participants were incorporates SDT using game elements. A low fidelity interested to view the leaderboard except for one paper prototype (Fig. 2) was built which lets the user to participant who was confused about the ranking list. input his/her initial details to log-in (name, age and This prototype should be updated to build an actual PA weight etc.). After logging into the application, the user promotion app with a built-in reminder, e.g. had the option to go for physical activity with others or alarm/vibration, and a detailed feature with the game alone (Fig. 2). Once a user selects an option to walk, elements. The findings of the study suggest us that time starts to count for 10 minutes, and the user receives adopting SDT using game elements to design a system 1 point for every 5 minutes. After the walking session, model followed by the Ryan’s SDT theory model of users can track their tier activities on the leaderboard. health behavioral change is a successful approach to motivate employees in their PA promotion. 3.3.5 Test Moreover, through the study, the limitations have Ten Employees had been invited via email/telephone. been uncovered. The concrete motivational outcome Out of those, 5 employees confirmed their availability to may differ when implemented in an actual PA take part in the study. promotion app. Therefore, we plan to examine the effect The prototype was not interactive i.e. participants of the system model implemented in an actual gamified used printed paper to access the paper prototype. Each persuasive application. Also, our study has not tested in participant had been allocated for 15 minutes to test the long-term use since users ran the prototype of an app for prototype. The aim was to observe the usability issues only 15 minutes and pretended to use the application. of the prototype, and how users valued to use the SDT Users pretended to use the actual application when using sequence using game elements. Employees were the paper prototype of an app to walk for a 10-minute informed briefly how to use the prototype, e.g. they had and thus, using the actual PA promotion app may bring been guided to pretend using the prototype similarly as different effect to walking consequences such as weight [4] S. Deterding, M. Sicart, L. Nacke, K. O’Hara, and D. control and work productivity etc. Dixon. Gamification: Using game-design elements in nongaming contexts. In Proceedings of. CHI EA ‘11, ACM Press, 2425-2428, 2011. 5 Conclusion and Future Work [5] L. Singer, and K. Schneider. It was a Bit of a Race: Our study presents the system model to motivate the Gamification of Version Control. 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