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Gamification as a Sustainable Source of Enjoyment During Balance and Gait Exercises
We may be motivated to engage in a certain motor activity because it is instrumental to obtaining reward (e.g., money) or because we enjoy the activity, making it intrinsically rewarding. Enjoyment is related to intrinsic motivation which is considered to be a durable form of motivation. Therefore,...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2019
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6405433/ https://www.ncbi.nlm.nih.gov/pubmed/30881322 http://dx.doi.org/10.3389/fpsyg.2019.00294 |
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author | van der Kooij, Katinka van Dijsseldonk, Rosanne van Veen, Milou Steenbrink, Frans de Weerd, Coen Overvliet, Krista E. |
author_facet | van der Kooij, Katinka van Dijsseldonk, Rosanne van Veen, Milou Steenbrink, Frans de Weerd, Coen Overvliet, Krista E. |
author_sort | van der Kooij, Katinka |
collection | PubMed |
description | We may be motivated to engage in a certain motor activity because it is instrumental to obtaining reward (e.g., money) or because we enjoy the activity, making it intrinsically rewarding. Enjoyment is related to intrinsic motivation which is considered to be a durable form of motivation. Therefore, many rehabilitation programs aim to increase task enjoyment by adding game elements (“gamification”). Here we ask how the influence of game elements on motivation develops over time and additionally explore whether enjoyment influences motor performance. We describe two different studies that varied game elements in different exercises. Experiment 1 compared the durability of enjoyment for a gamified and a conventional balance exercise in elderly. Experiment 2 addressed the question whether adding game elements to a gait adaptability exercise enhances the durability of enjoyment and additionally tested whether the game elements influenced movement vigor and accuracy (motor performance). The results show that the game elements enhanced enjoyment. Enjoyment faded over time, but this decrease tended to be less pronounced in gamified exercises. There was no evidence that the game elements affected movement vigor or accuracy. |
format | Online Article Text |
id | pubmed-6405433 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-64054332019-03-15 Gamification as a Sustainable Source of Enjoyment During Balance and Gait Exercises van der Kooij, Katinka van Dijsseldonk, Rosanne van Veen, Milou Steenbrink, Frans de Weerd, Coen Overvliet, Krista E. Front Psychol Psychology We may be motivated to engage in a certain motor activity because it is instrumental to obtaining reward (e.g., money) or because we enjoy the activity, making it intrinsically rewarding. Enjoyment is related to intrinsic motivation which is considered to be a durable form of motivation. Therefore, many rehabilitation programs aim to increase task enjoyment by adding game elements (“gamification”). Here we ask how the influence of game elements on motivation develops over time and additionally explore whether enjoyment influences motor performance. We describe two different studies that varied game elements in different exercises. Experiment 1 compared the durability of enjoyment for a gamified and a conventional balance exercise in elderly. Experiment 2 addressed the question whether adding game elements to a gait adaptability exercise enhances the durability of enjoyment and additionally tested whether the game elements influenced movement vigor and accuracy (motor performance). The results show that the game elements enhanced enjoyment. Enjoyment faded over time, but this decrease tended to be less pronounced in gamified exercises. There was no evidence that the game elements affected movement vigor or accuracy. Frontiers Media S.A. 2019-03-01 /pmc/articles/PMC6405433/ /pubmed/30881322 http://dx.doi.org/10.3389/fpsyg.2019.00294 Text en Copyright © 2019 van der Kooij, van Dijsseldonk, van Veen, Steenbrink, de Weerd and Overvliet. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology van der Kooij, Katinka van Dijsseldonk, Rosanne van Veen, Milou Steenbrink, Frans de Weerd, Coen Overvliet, Krista E. Gamification as a Sustainable Source of Enjoyment During Balance and Gait Exercises |
title | Gamification as a Sustainable Source of Enjoyment During Balance and Gait Exercises |
title_full | Gamification as a Sustainable Source of Enjoyment During Balance and Gait Exercises |
title_fullStr | Gamification as a Sustainable Source of Enjoyment During Balance and Gait Exercises |
title_full_unstemmed | Gamification as a Sustainable Source of Enjoyment During Balance and Gait Exercises |
title_short | Gamification as a Sustainable Source of Enjoyment During Balance and Gait Exercises |
title_sort | gamification as a sustainable source of enjoyment during balance and gait exercises |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6405433/ https://www.ncbi.nlm.nih.gov/pubmed/30881322 http://dx.doi.org/10.3389/fpsyg.2019.00294 |
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