Keeping Users Engaged: A Long-term Study of Wearable-based, Gamified Exercise Applications
summary
Built a wearable-driven exergame that reads real-time speed and intensity from TI SensorTag and Apple Watch, supports running, walking, cycling and rope skipping, and logs events with Google Analytics. Thirty participants run a 70-day study split into three groups (basic, full, updating) with features updating every 10 days. Overall app use declines, but the updating group shows repeated spikes at each release, the highest retained daily active users and completed workout sessions, and higher motivation on IMI and post-study questionnaires.
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chapters (9)
- 0:00Introduction and motivation
- 1:39Wearable technology and gamification
- 3:02Research question and study design
- 5:08System features and participant groups
- 7:18Participant demographics and exercise habits
- 8:44Results on motivation and satisfaction
- 10:11Daily active users and engagement trends
- 12:42Conclusion and future work
- 15:15Q&A session
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