PLAYFIT MEANINGFUL FEEDBACK at OPPORTUNE MOMENTS How persuasive feedback motivates teenagers to move
Jul 10, 2015
PLAYFIT
MEANINGFUL FEEDBACK at OPPORTUNE MOMENTS
How persuasive feedback motivates teenagers to move
Wouter Sluis-Thiescheffer
UX Researcher > 12 yrs
Specialized in UX, Children and Youth
PlayFit, Swimgames, Games4Therapy
@WouterS_T
nl.linkedin.com/in/rjwsluisthiescheffer/
The challenge
• structural reduction of sedentary behavior in vocational
education
The opportunity
• persuasive feedback
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• RAAK-PRO, research, education and business
• 1.5 mln, May 2010 – May 2014
• Continued in several initiatives
A sedentary lifestyle requires action
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Among 4-17 year olds, teenagers in vocational
education have the most sedentary lifestyle
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During holidays they are even more sedentary than
senior citizens (65+ and 75+)
5 interventions for an active lifestyle
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Playfit Concepts
throughout a
schoolday.
Clockwise:
Tramoline game
Walk of Fame
Mobile Lessons
Wiggle the Eye
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After School?
Sustainable Behavioral Change
with persuasive feedback
Intrinsic Motivation
• Autonomy
• Relatedness
• Competence
Self Determination Theory
Deci and Ryan (2000)
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Fogg (2009)
To change behavior
• Motivation
• Ability
• Triggers
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Triggers for sustainable behavioral change
• Sparks
– motivational messages
• Facilitators
– making it easier to perform
• Signals
– reminders to perform the wanted behavior
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Audio Game:
• Listen to own music +
narration
• Missions: Collect items for
basecamp
• When zombies appear: run!
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Participants and study setup
– 9 students in vocational education
– 13 – 14 years of age
– Voluntary
– 2 weeks playing
– Exit-interview
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Sparks
– “You have to run Faster, the Zombies are gaining on you”
– “Good Job, You did great”
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Facilitators
– Tutorial
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Signals
– Signals that indicate the zombies are coming
– The moaning
– WhatsApp reminders by the experimenter
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Results
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General
– Students felt they improved on their shape
– Audio play was fun and captivating
– Zombies were realistic enough to engage
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Sparks
– Appreciated and perceived as motivating
– Could improve by being more accurate in relation to
performance
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Facilitators
– Concept of a tutorial was too old-fashioned
– Rather a tutorial level and gradual explanation of options
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Signals
– Daily What’s app reminders were effective
– Signalling of the zombies made them run faster
– Timing could optimize effectiveness
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Suggestions for improvements express intrinsic motivation
– Set their own goals (autonomy)
– Receive performance feedback (competence)
– Share with friends (relatedness)
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Zombies Run seemed effective:
5/9 participants still playing
after one month
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ReCap
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The challenge
• structural reduction of sedentary behavior in vocational
education
The opportunity
• Persuasive feedback
Thank you
For more insights on PlayFit:
www.playfitproject.nl
Download our ebooks!
www.playfitproject.nl/ebooks
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