Evidence map›Paper›PMID 33200994›Full record

ArticleJMIR serious games2020

Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study.

Zhao Zhao, Ali Arya, Rita Orji, Gerry Chan

Abstract read
In one paragraph

Article in JMIR serious games, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 11 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
11citing papers in PubMed, 1 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

11 citing papers in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
  2. Review
  3. Article
  4. Recommender systems use in weight management mHealth interventions: A scoping review.Obesity reviews : an official journal of the International Association for the Study of Obesity · 2025
    Article
  5. Article
  6. Article
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  8. Article
  9. Review
  10. Article
  11. Effects of vibrotactile feedback on yoga practice.Frontiers in sports and active living · 2022
    Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Zhao ZhaoInstitute of Communication, Culture, Information and Technology, University of Toronto Mississauga, Mississauga, ON, Canada.ORCID https://orcid.org/0000-0002-8438-8297
Ali AryaSchool of Information Technology, Carleton University, Ottawa, ON, Canada.ORCID https://orcid.org/0000-0002-2550-1296
Rita OrjiFaculty of Computer Science, Dalhousie University, Halifax, NS, Canada.ORCID https://orcid.org/0000-0001-6152-8034
Gerry ChanSchool of Information Technology, Carleton University, Ottawa, ON, Canada.ORCID https://orcid.org/0000-0002-1004-1274

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundGamification and persuasive games are effective tools to motivate behavior change, particularly to promote daily physical activities. On the one hand, studies have suggested that a one-size-fits-all approach does not work well for persuasive game design. On the other hand, player modeling and recommender systems are increasingly used for personalizing content. However, there are few existing studies on how to build comprehensive player models for personalizing gamified systems, recommending daily physical activities, or the long-term effectiveness of such gamified exercise-promoting systems.

objectiveThis paper aims to introduce a gamified, 24/7 fitness assistant system that provides personalized recommendations and generates gamified content targeted at individual users to bridge the aforementioned gaps. This research aims to investigate how to design gamified physical activity interventions to achieve long-term engagement.

methodsWe proposed a comprehensive model for gamified fitness recommender systems that uses detailed and dynamic player modeling and wearable-based tracking to provide personalized game features and activity recommendations. Data were collected from 40 participants (23 men and 17 women) who participated in a long-term investigation on the effectiveness of our recommender system that gradually establishes and updates an individual player model (for each unique user) over a period of 60 days.

resultsOur results showed the feasibility and effectiveness of the proposed system, particularly for generating personalized exercise recommendations using player modeling. There was a statistically significant difference among the 3 groups (full, personalized, and gamified) for overall motivation (F

conclusionsOn the basis of these results and drawing from the gamer modeling literature, we conclude that personalizing recommendations using player modeling and gamification can improve participants' engagement and motivation toward fitness activities over time.

Indexed as

mobile appsmobile phonemotivationpersuasive communicationvideo gameswearable electronic devices

Identifiers

PMID33200994
PMCPMC7708084

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.