Abstract
The general promise of employing the motivational power of games for serious purposes, such as performing physiotherapy exercises, is well-established. However, game user research discusses both the approach of gamification, i.e. adding game-elements on to a task-focused application and of serious games, i.e. injecting task-focused elements into a more fully-fledged game. There is a surprising lack of empirical work that contrasts both approaches. We present both a casually gamified application and a serious game with purpose-driven mechanics that provide different frontends to the same underlying digital health application. This application aims at supporting physiotherapy sessions for chronic lower-back afflictions. Results from an explorative pre-study contrasting both approaches indicate a clear preference for the serious game version, capturing higher perceived motivational components (autonomy and relatedness), as well as higher immersion and flow relative to the gamified version.
| Original language | English |
|---|---|
| Title of host publication | Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems |
| Publisher | Association for Computing Machinery |
| Pages | 1-6 |
| Number of pages | 6 |
| DOIs | |
| Publication status | Published - 2018 |
| Externally published | Yes |