Nutzung und User Experience einer gamifizierten Webanwendung zur Förderung der körperlichen Aktivität im betrieblichen Setting

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  • Kevin Dadaczynski

Background: As a result of information technology development, there is now a large number of digital interventions in health promotion and prevention. In contrast to effectiveness, relatively few evaluation studies on the user experience exist so far. The aim of the article is to evaluate results concerning the user experience and the actual use of the gamified and tracking-based online intervention Healingo Fit. Methods: Healingo Fit was evaluated as part of a randomized controlled trial (RCT) involving employees of an automobile manufacturer. User experience of the intervention group (n = 80) was assessed to the point in time immediately after the intervention applying the User Experience Questionnaire (UEQ). For anonymous evaluation of user access, the open-source software Piwik was used. Results: Over the entire 6‑week intervention period, 2,727 visits to the web application were recorded, with an average visit time of 3.5 min each. With regard to the user experience, highest values are found for the hedonic attributes “stimulation” and “originality” and lowest values for the pragmatic quality area “controllability.” However, no gender and age differences could be identified. Conclusions: The findings indicate a positive user rating of the online intervention Healingo Fit independent of age and gender. Implications for the development and evaluation of future digital interventions in health promotion and prevention are discussed.

Translated title of the contributionUsage and user experience of a gamified web application to promote physical activity in occupational settings
Original languageGerman
JournalPravention und Gesundheitsforderung
Issue number4
Pages (from-to)312-318
Number of pages7
Publication statusPublished - 01.11.2018