Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
12th Annual Conference
Session ID : 8-2
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Serious game, gamification ( session 8 )
Empirical Study of Gamification for Promoting Health Behaviors
*Hiroyuki MATSUGUMA*Hiromi OGINO
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CONFERENCE PROCEEDINGS OPEN ACCESS

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Abstract
We provided a smartphone app that increases the number of steps by gamification, and 20 people used it for 19 weeks. We categorized the elements of gamification and added them in stages to measure steps and the number of continuous days. Changes in the number of steps and the number of continuous days could be observed for each stage. The results suggest the effectiveness and characteristics of each classification of gamification elements.
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