Publication:
Dynamic text messaging in a persuasive gaming environment to promote participation in self-tracking of health status

cris.virtual.departmentNetworking and Multimediaen_US
cris.virtual.departmentComputer Science and Information Engineeringen_US
cris.virtual.departmentIntel-NTU Connected Context Computing Centeren_US
cris.virtual.departmentMediaTek-NTU Research Centeren_US
cris.virtual.orcid0000-0002-9373-2184en_US
cris.virtualsource.departmentc38ab1d1-3819-4800-a21b-ca36bfcde0e0
cris.virtualsource.departmentc38ab1d1-3819-4800-a21b-ca36bfcde0e0
cris.virtualsource.departmentc38ab1d1-3819-4800-a21b-ca36bfcde0e0
cris.virtualsource.departmentc38ab1d1-3819-4800-a21b-ca36bfcde0e0
cris.virtualsource.orcidc38ab1d1-3819-4800-a21b-ca36bfcde0e0
dc.contributor.authorChen Y.-Xen_US
dc.contributor.authorLiang H.-Wen_US
dc.contributor.authorLin P.-Hen_US
dc.contributor.authorHsia J.-Cen_US
dc.contributor.authorChang C.-Hen_US
dc.contributor.authorWang C.-Yen_US
dc.contributor.authorYI-PING HUNGen_US
dc.date.accessioned2021-09-02T00:08:01Z
dc.date.available2021-09-02T00:08:01Z
dc.date.issued2017
dc.description.abstractNumerous researchers have described the importance of self-tracking one's daily life in the pursuit of a goal. However, many people are unable to maintain such a regimen. In this study, we sought to resolve this problem by making the process of self-tracking more fun and attractive. We investigate the effectiveness of three encouragement systems on influencing individuals to participate in an e-Diary system used to record health status. The three systems were: "self-tracking promoting message (SPM) only," "self-tracking promoting message (SPM) + individual game," and "game promoting message (GPM) + social game." Our results revealed 328% improvement in participation performance (compared with baseline) associated with messages aimed at promoting participation in the social game. Qualitative analysis of the interviews helped to explain these results. We proposed the integration approach of dynamic text messages and social gaming to modify behavior. We believe that assigning one individual to send game promoting messages every day was key to the persuasive power of the social game, and then this persuasive power will contribute to target behavior. ? 2017, CEUR-WS. All rights reserved.
dc.identifier.issn16130073
dc.identifier.scopus2-s2.0-85018454899
dc.identifier.urihttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85018454899&partnerID=40&md5=5be1cc122d78d3b0b81036b65daf0b79
dc.identifier.urihttps://scholars.lib.ntu.edu.tw/handle/123456789/581249
dc.relation.ispartofCEUR Workshop Proceedings
dc.relation.journalvolume1822
dc.relation.pages28-37
dc.subjectBehavioral research; Dynamic text; Health status; Integration approach; Persuasive gaming; Qualitative analysis; Self-tracking; Social games; Social gaming; Text messaging
dc.titleDynamic text messaging in a persuasive gaming environment to promote participation in self-tracking of health statusen_US
dc.typeconference paper
dspace.entity.typePublication

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