Motivation and Personality Theories in a Gamified Mobile Application for Walking

要旨

Designing mobile, persuasive, and motivational interactions for sustainable behaviour change remains a challenge. Setting daily step goals on a mobile application can initially stimulate participation, but both the number of steps walked each day and the use of mobile applications decrease over time, even when individuals report high levels of motivation. To address this issue, we propose the integration of tailored gamification as a motivational mechanism, grounded in psychological theories. Self-Determination Theory is used to promote competence, while Regulatory Focus Theory is used to support individual differences and for tailoring motivational interactions. Gamification aims at reinforcing motivation and action-taking. In this article, we explain how we designed a motivational mobile application that incorporates these gamification mechanisms, and we describe how we evaluated its use during 28 days with 37 users. Results suggest a decrease in amotivation levels, and that promotion-focused individuals find gamified elements more motivational than prevention-focused ones.

著者
Brian Ravenet
Université Paris-Saclay, CNRS, LISN, Orsay, France
David Rei
CNRS, Laboratoire Interdisciplinaire des Sciences du Numérique, 91405, Orsay, France
Céline Clavel
Université Paris-Saclay, CNRS, Laboratoire Interdisciplinaire des Sciences du Numérique, , 91400, Orsay,, France
Jean-Claude MARTIN
Université Paris-Saclay, Orsay, Ile de France, France

会議: CHI 2026

ACM CHI Conference on Human Factors in Computing Systems

セッション: Physical Activity and Behavior Change Technologies

P1 - Room 134
7 件の発表
2026-04-15 20:15:00
2026-04-15 21:45:00