Background
The concept of gamification is defined as the use of game design elements in non-game contexts. Many gamification designs contain competitive elements such as rewards, high scores, and rankings. But with the resurgence of games that also require cooperation (e.g. League of Legends), it is interesting to examine how competitive gamification elements compare with cooperative elements in promoting physical activity. This relationship between cooperation vs competition elements on physical activity could also be influenced by individual differences in social value orientation. For example, pro-social people might be more likely to enjoy cooperative elements.
Process
Although we used the university database to recruit participants, we did not achieve our target sample size (based on a power analysis). Therefore, we had to hand out flyers around the campus and recruit participants on the spot. The initial idea was to create a mobile application that uses geo-fencing to automatically recognize if a person captures a given location and counts the number of steps taken. Due to time constraints however, we were unable to complete a mobile application and had to switch to a paper prototype where participants received a map along with capture points. Additionally, participants downloaded a commercial mobile application to monitor their daily step count but this was often not accurate. Therefore, every evening we had to manually analyze the data from each participant, calculate the total step count (using google maps) and email participants gamification feedback for the day. Although we did not find a significant effect, throughout the experiment we received feedback from participants that allowed us to gather qualitative data on their user experience.
Research Question & Hypotheses
RQ: The current study aims to compare the effectiveness of using competitive versus cooperative gamification in promoting moderate physical activity and how individual social value orientation moderates the effect.
H1: When participants are placed in the cooperative condition they will walk more on average than when placed in the competitive condition, resulting in a relative increase in moderate physical activity.
H2: Participants who scored either low (competitive) or high (prosocial orientation) in the social value orientation survey will be likely to walk more steps on average in the competitive or cooperative conditions respectively (condition by SVO interaction effect).