Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/102611
Title: How do gamified quantified self experiences increase physical activity and well-being? Competitive, collaborative and coopetitive treatments
Authors: Grech, Elaine Marie
Briguglio, Marie
Said, Emanuel
Keywords: Gamification
Quality of life -- Malta
Well-being -- Malta
Exercise -- Measurement
Issue Date: 2020
Publisher: The International Laboratory for Experimental and Behavioural Economics
Citation: Grech, E. M., Briguglio, M. & Said, E. (2020). How do gamified quantified self experiences increase physical activity and well-being? Competitive, collaborative and coopetitive treatments. SABE 2020 International Conference on Experimental and Behavioural Economics, Moscow.
Abstract: Gamification is increasingly being used in the context of physical activity and well-being. However, despite the optimistic expectations on the effects of gamified experiences, rigorous empirical research examining its effects is lacking. More empirical research with controlled study settings is required to substantiate the promising effects of gamification in this field. This study seeks to address this gap by conducting a randomised controlled field experiment to examine the effect of gamified Quantified Self Experiences (QSE) on the physical activity and well-being of current researchers in a European Union country. Constant pressure and stress in academia pose a challenge for researchers to maintain a healthy lifestyle and engage in physical activity and such reality can negatively affect researchers’ health and well-being. Eighty participants who are current researchers (post-graduates research students and academics) were recruited through an email invitation. Following their informed consent, participants were randomly assigned to one of the following groups: i. Control group: self-monitoring QSE; ii. Gamified competitive experience; iii. Gamified coopetitive experience (team competition setting involving a hybrid of competition and collaboration); and iv. Gamified collaborative experience.
URI: https://www.um.edu.mt/library/oar/handle/123456789/102611
Appears in Collections:Scholarly Works - FacEMAMar

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