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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,...

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Autores principales: van der Kooij, Katinka, van Dijsseldonk, Rosanne, van Veen, Milou, Steenbrink, Frans, de Weerd, Coen, Overvliet, Krista E.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2019
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.
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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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