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Accepted for/Published in: JMIR Serious Games

Date Submitted: Sep 24, 2024
Date Accepted: Mar 10, 2025
Date Submitted to PubMed: Mar 11, 2025

The final, peer-reviewed published version of this preprint can be found here:

Smartwatch-Based Tailored Gamification and User Modeling for Motivating Physical Exercise: Experimental Study With the Maximum Difference Scaling Segmentation Method

Yao J, Song D, Xiao T, Zhao J

Smartwatch-Based Tailored Gamification and User Modeling for Motivating Physical Exercise: Experimental Study With the Maximum Difference Scaling Segmentation Method

JMIR Serious Games 2025;13:e66793

DOI: 10.2196/66793

PMID: 40067118

PMCID: 12048785

Smartwatch-Based Tailored Gamification and User Modeling for Motivating Physical Exercise: A MaxDiff Segmentation Approach

  • Jie Yao; 
  • Di Song; 
  • Tao Xiao; 
  • Jiali Zhao

ABSTRACT

Background:

Smartwatch-based gamification holds great promise for empowering fitness applications and promoting physical exercise, yet existing empirical evidence on its effectiveness remains mixed, due to “one-size-fits-all” design approaches neglecting individual differences. While the emerging research area of tailored gamification calls for more accurate user modeling and better customization of game elements, existing studies relied primarily on rating-scale-based measures and correlational analyses with methodological limitations.

Objective:

This study aimed to improve smartwatch-based gamification with a more accurate and innovative approach of user modeling, in order 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 employed the Maximum Difference Scaling (MaxDiff) technique that can alleviate the limitations of traditional methods.

Methods:

With data collected from two MaxDiff experiments on 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 discovered. Prediction models were also proposed for quickly classifying future users into the right segments, who would be offered tailored gamification solutions on smartwatches to motivate them for physical exercise more effectively.

Results:

We discovered three segments of smartwatch users based on their preferences for gamification on fitness applications, and more important, four segments motivated by goals, immersive experiences, rewards or social comparison respectively. 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 two sets of user segments (i.e., whether based on preferences for or motivational effects of game elements), indicating the gap between what people enjoy using on smartwatches and what truly motivate them for physical exercise engagement.

Conclusions:

As far as we know, this study is the first investigation of MaxDiff-based user segmentation for tailored gamification on smartwatches promoting physical exercise, one of the most frequently encouraged yet inadequately adopted health behaviors worldwide. As existing tailored gamification studies are still exploring ways of user modeling with mostly surveys and questionnaires, this study has taken an important step towards improving the quality of this emerging area of inquiry by advanced experimental and segmentation methods, as well as answering the call for more rigorously designed research in the health domain with more application types beyond smartphones.


 Citation

Please cite as:

Yao J, Song D, Xiao T, Zhao J

Smartwatch-Based Tailored Gamification and User Modeling for Motivating Physical Exercise: Experimental Study With the Maximum Difference Scaling Segmentation Method

JMIR Serious Games 2025;13:e66793

DOI: 10.2196/66793

PMID: 40067118

PMCID: 12048785

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