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

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.

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Publication Details

Journal
JMIR Serious Games
Published
2025-03-11
DOI
https://doi.org/10.2196/66793
Citations
4
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
13.78
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article

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

Tao Xiao, Jianrui Zhao, Jie Yao, Dan Song
4 citations
JMIR Serious Games
Educational Games and Gamification
13.78
article

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

Tao Xiao, Jianrui Zhao, Jie Yao, Dan Song
article en
4 citations

Abstract

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.

JMIR Serious GamesVol. 13
Shenzhen University (CN), Harbin Institute of Technology (CN), University Town of Shenzhen (CN)
Gender equality
Openalex Percentile: Top 2%
Educational Games and Gamification
13.78
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