Smartwatch-Based Tailored Gamification and User Modeling for Motivating Physical Exercise: Experimental Study With the Maximum Difference Scaling Segmentation Method
- PMID: 40067118
- PMCID: PMC12048785
- DOI: 10.2196/66793
Smartwatch-Based Tailored Gamification and User Modeling for Motivating Physical Exercise: Experimental Study With the Maximum Difference Scaling Segmentation Method
Abstract
Background: Smartwatch-based gamification holds great promise for enhancing fitness apps and promoting physical exercise; however, empirical evidence on its effectiveness remains inconclusive, partly due to "one-size-fits-all" design approaches that overlook individual differences. While the emerging research area of tailored gamification calls for more accurate user modeling and better customization of game elements, existing studies have relied primarily on rating scale-based measures and correlational analyses with methodological limitations.
Objective: This study aimed to improve smartwatch-based gamification through an innovative user modeling approach to better motivate physical exercise among different user groups with tailored solutions. It incorporated both individual preferences and needs for game elements into the user segmentation process and used the maximum difference scaling (MaxDiff) technique, which can overcome the limitations of traditional methods.
Methods: With data collected from 2 MaxDiff experiments involving 378 smartwatch users and latent class statistical models, the relative power of each of the 16 popular game elements was examined in terms of what users liked and what motivated them to exercise based on which distinct user segments were identified. Prediction models were also proposed for quickly classifying future users into the right segments to provide them with tailored gamification solutions on smartwatch fitness apps.
Results: We identified 3 segments of smartwatch users based on their preferences for gamification. More importantly, we uncovered 4 segments motivated by goals, immersive experiences, rewards, or social comparison. Such user heterogeneity confirmed the susceptibility of the effects of gamification and indicated the necessity of accurately matching gamified solutions with user characteristics to better change health behaviors through different mechanisms for different targets. Important differences were also observed between the 2 sets of user segments (ie, those based on preferences for game elements vs those based on the motivational effects of the elements), indicating the gap between what people enjoy using on smartwatches and what can motivate them for physical exercise engagement.
Conclusions: To our knowledge, this study is the first to investigate MaxDiff-based user segmentation for tailored gamification on smartwatches promoting physical exercise and contributes to a detailed understanding of preferences for, and the effectiveness of, different game elements among different groups of smartwatch users. As existing tailored gamification studies continue to explore ways of user modeling with mostly surveys and questionnaires, this study supported the adoption of MaxDiff experiments as an alternative method to better capture user heterogeneity in the health domain and inform the design of tailored solutions for more application types beyond smartphones.
Keywords: MaxDiff; maximum difference scaling; physical exercise; smartwatch; tailored gamification; user segmentation.
©Jie Yao, Di Song, Tao Xiao, Jiali Zhao. Originally published in JMIR Serious Games (https://games.jmir.org), 18.04.2025.
Conflict of interest statement
Conflicts of Interest: None declared.
Figures
Similar articles
-
Playing alone: can game design elements satisfy user needs in gamified mHealth services?Health Promot Int. 2022 Apr 29;37(2):daab168. doi: 10.1093/heapro/daab168. Health Promot Int. 2022. PMID: 34651180
-
Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study.JMIR Serious Games. 2020 Nov 17;8(4):e19968. doi: 10.2196/19968. JMIR Serious Games. 2020. PMID: 33200994 Free PMC article.
-
Engaging Elderly People in Telemedicine Through Gamification.JMIR Serious Games. 2015 Dec 18;3(2):e9. doi: 10.2196/games.4561. JMIR Serious Games. 2015. PMID: 26685287 Free PMC article.
-
Ethics of Gamification in Health and Fitness-Tracking.Int J Environ Res Public Health. 2021 Oct 21;18(21):11052. doi: 10.3390/ijerph182111052. Int J Environ Res Public Health. 2021. PMID: 34769570 Free PMC article.
-
Gamification of e-learning in higher education: a systematic literature review.Smart Learn Environ. 2023;10(1):10. doi: 10.1186/s40561-023-00227-z. Epub 2023 Jan 31. Smart Learn Environ. 2023. PMID: 40478066 Free PMC article. Review.
Cited by
-
Effectiveness of Gamified Teaching in Disaster Nursing Education for Health Care Workers: Systematic Review.J Med Internet Res. 2025 Jul 9;27:e74955. doi: 10.2196/74955. J Med Internet Res. 2025. PMID: 40635388 Free PMC article. Review.
References
-
- Stevens G, Mascarenhas M, Mathers C. Global health risks: progress and challenges. Bull World Health Organ. 2009 Sep 1;87(9):646. doi: 10.2471/blt.09.070565. https://europepmc.org/abstract/MED/19784438 S0042-96862009000900002 - DOI - PMC - PubMed
-
- Physical activity fact sheet. World Health Organization. 2021. Oct 12, [2025-02-12]. https://www.who.int/publications/i/item/WHO-HEP-HPR-RUN-2021.2 .
-
- Chekroud SR, Gueorguieva R, Zheutlin AB, Paulus M, Krumholz HM, Krystal JH, Chekroud AM. Association between physical exercise and mental health in 1·2 million individuals in the USA between 2011 and 2015: a cross-sectional study. Lancet Psychiatry. 2018 Sep;5(9):739–46. doi: 10.1016/S2215-0366(18)30227-X.S2215-0366(18)30227-X - DOI - PubMed
-
- Elbe AM, Lyhne SN, Madsen EE, Krustrup P. Is regular physical activity a key to mental health? Commentary on "Association between physical exercise and mental health in 1.2 million individuals in the USA between 2011 and 2015: a cross-sectional study", by Chekroud et al., published in. J Sport Health Sci. 2019 Jan;8(1):6–7. doi: 10.1016/j.jshs.2018.11.005. https://linkinghub.elsevier.com/retrieve/pii/S2095-2546(18)30103-0 S2095-2546(18)30103-0 - DOI - PMC - PubMed
-
- Segar M. No Sweat: How the Simple Science of Motivation Can Bring You a Lifetime of Fitness. New York, NY: AMACOM; 2015.
LinkOut - more resources
Full Text Sources
Research Materials
Miscellaneous