Limber: Exploring Motivation in a Workplace ExerGame DEREK NEIL, SAMUEL PERRAULT, NATHAN LAPIERRE, DAVID PARKER, and DEREK REILLY Dalhousie University EMMA WESTECOTT, HARJOT BAL, and KATE HARTMAN OCAD University General Terms: Human Factors, Experimentation, Verification Additional Key Words and Phrases: Kinect, Skeletal Tracking, Gamification, Persuasive Technology, Ambient Display, Intrinsic vs Extrinsic Motivators 1. INTRODUCTION Figure 1 – Storyboard Concept (Credit: N. Sivabalaviknarajah) Current research suggests that persuasive technology gamification and gameful design [1] can motivate positive behavior changes in a variety of contexts. Novel uses of technology may provide an opportunity to enhance real-world experiences by introducing game elements that give new motivation to engage in positive fitness practices. Specifically the Limber project is aimed at incentivizing regular body movement and posture to help prevent repetitive stress injuries (RSI) affecting knowledge workers, those who work at a computer for prolonged periods of time. [2] Previous work on the Limber project (Limber 1.0) will be summarized and referenced. Our current prototype is an interactive ExerGame system (Limber 2.0), consisting of a Kinect camera to track posture and body movements, and a corresponding software application. Players will be able to track their own posture and stretching statistics, compare their statistics to their immediate co-workers, and compare their group against a different group of co-workers in the same work environment. The updated goals of Limber will be presented, and we will conclude with an overview of the study to take place, and some possible options for future work. 2. BACKGROUND Figure 2 – Depth, Blob & Skeletal View Limber, in it’s current iteration, is a vision-based application that introduces gamification into the workplace. This ongoing effort to incentivize good posture, and regular body movements implements several changes to include; full body stretches (figure 2), team gaming elements, and an ambient display (figure 1). With increased intra and inter team competition our field study of twelve players in a work place aims to better understand the most popular motivators, and answer the question of whether increased gamification promotes positive behavior change using persuasive technology. ACM Category and Subject Descriptor: H.5.2 User Interfaces: Interaction Styles Deterding et al. define gamification as “... the use of game design elements in non-game contexts” [4]. Deterding argues elsewhere that the transfer of a design element from a play context into a non-game context likely does not lead to the same motivational affordances [5]. Studies [3,4,5] have exploited persuasive technology in “gamification” scenarios to motivate positive behavior changes in the workplace. Laschke et al. advocate an experiential, more intrinsic approach to gamification that focuses on the provision of meaning rather than rewards. "The objective is not only to demonstrate and maximize change in overt behavior, but [...] to make change a worthwhile experience" [9]. Limber acts as a tool not simply to change users' behaviors, but to increase body awareness and assist in the formation of positive habits. Vorderer et al. note three types of social value orientation that determine the motivation for selecting games as competitive situations: competitive (ego minus other), individualistic (ego), and cooperative (ego plus other) [10]. In their workplace field study, Nikkila et al. [6] notice a higher value placed on intra-group competition than on inter-group competition, but suspect that their Dalhousie University Computer Science Department Aug, 2012 2 • D. Neil et al findings were influenced by the game design, which favors views of group members' progress and not the progress of other teams. By exploiting these three types of values in Limber’s game design, we will explore the relationship between social value orientation and personal fitness at the workplace. 3. RELATED WORK - WEARABLE LIMBER Conducted at OCAD University in Toronto, Limber 1.0 implemented the concept of a single user game like experience, using rewards and demerits to encourage healthy movements & posture with a wearable sensor hoodie with the goal of to reduce repetitive stress injuries. The DIY nature of off the shelf sensors & freely available open source software was meant to keep the system open, reproducible by anyone who wanted, “thereby ‘helping themselves’”. [2] After two iterations and studies, several outcomes where noted. A game experience with positive reinforcement proved to be the most effective for users, providing improved awareness of their posture. However, users noted that sound alerts for game interactions where often too intrusive to their primary work, and the sensor hoodie was at times uncomfortable, and other times not aesthetically in line with formal dress codes. [2] Going forward, Limber 1.0 noted the following areas for future development; [2] • Form explorations for improving comfort. • A game experience less disruptive to users’ primary task. • Adding interconnecting social competition. • Increase scope of body movements monitored. 4. CURRENT WORK - KINECT BASED LIMBER Currently conducting studies at Dalhousie University, Limber 2.0 builds on the previous work by introducing a vision based gamification application that uses personal, inter-group, and intragroup competition as motivations for players to improve their posture, mobility, and stretching habits. 4.1 Limber 2.0 The current prototype consists of; a Kinect camera sensor; a small ambient display; an OpenNI java software application; and a PHP & MySQL web application. The Kinect camera sensor is positioned next to the user to track them, communicating over USB to the users’ computer. The ambient display is also located near the user, and attached to the users computer, providing reminders and notifications using different colors and key words as visual queues in the background. The software application was developed on a freely available open source project called OpenNI that supports full skeletal tracking with the Kinect in a java software application (see figure 2). The web application running on a remote server is similarly built on freely available open source software with a MySQL database and a PHP website where players interact. Players will be able to track their own posture and stretching statistics, compare their statistics to their immediate co-workers, and compare their group against a different group of co-workers in the same work environment. Dalhousie University Computer Science Department, Aug 2012 4.2 Ties to Previous Limber Work Limber 2.0 continues many of the initial directions such as open source software, encouraging healthy movement, and a game like experience. The software development continued on an open source software platform, and uses off the shelf, or readily available hardware to keep the application open to those who would like to benefit from it, ensuring people are able to ‘help themselves’. Although switching to a vision based approach of tracking users, the current project continues to track posture and movement data in real time and provide feedback to the players. A game experience is also still very prevalent with users getting real time notifications and reminders, based on cumulative scoring. 4.3 New Features 4.3.1.Kinect Addressing one of the points of future development for Limber, the current iteration is based on a vision-based system using the Kinect camera sensor. Although this alleviates concerns related to wearable censors, it places greater emphasis on the logic in the software application to detect users, assess movements, and reject anomalous readings. 4.3.2.Full Body Expanding the scope of the initial Limber project, the Kinect allows for tracking any movement or body part that is presented in the field of view without any additional hardware costs. A direct benefit of this is the ability to suggest current and future full body stretches. 4.3.3.Team Element Introducing a gamification application that uses personal, inter-group, and intra-group competition follows another future development point from previous work. Adding these motivations for players to improve their posture and stretching habits, we may be able to better understand what motivates players to play and to improve their habits. 4.3.4. Ambient Display Using a combination of colors that gradually change according to the players current interactions, and text reminders based on predefined goals and maximum time intervals, an ambient display is a secondary device that moves the real time control and interaction of Limber off the of the players work screen into their peripheral vision (see figure 1). 4.4 Goals With the evolution of features comprising the current Limber project, the updated objectives going forward are as follows; • Increase (intrinsic) body awareness and fitness at work with new appeal of vision based system, and addition of full body stretches. • Increase (extrinsic) fulfillment of routine tasks with additional intra & inter group competition and online stats tracking. • Decrease disruptive effect on players at their workplace with the use of ambient notifications and reminders. Limber: Exploring Motivation in a Workplace ExerGame • • Identify most popular motivation, and/or most popular motivation for different ‘player types’. Understand motivations for interactions with Limber 2.0, answer: does increased gamification promote positive behavior change using persuasive technology. 5. STUDY • 3 interaction with the player to a background for better integration into their current daily routine. ACKNOWLEDGMENTS We are grateful to the following people for resources, discussions and suggestions: Robert King, Ken Leung, Suzanne Stein, Melanie Keats, Navaneethan Sivabalaviknarajah. The study will be divided into two parts. REFERENCES 5.1 Pilot Study The pilot will span two days, the first establishing a base line, the second introducing the gaming element. We will record video interviews with the participants, and the Limber software will track posture, mobility and stretching scores, and tab visitation information. 5.2 Field Study The field study will run a full 10 days at a workplace with 12 users. The first two days will establish a baseline; the remaining 8 days will have the gaming aspect. We will log posture, mobility, and stretching data, as well as visits to different scoring tabs. We will take periodic records of the Kinect blob tracking data to assure that the device is still calibrated, as well as whenever an additional person enters the screen, to assure that the prototype is still collecting data appropriately. This will all be done through the Limber software. In addition, we will video record the debriefing session to capture any gestural and postural demonstrations given by participants while explaining their experiences. 6. FUTURE WORK – HYBRID OPTIONS During the development of the current Limber 2.0 implementation various options were considered for gathering and using persuasive technology. Switching from specific wearable sensors, to a virtual open box of data from the Kinect there was a transition in how the raw data had to be processed. Hypothetical options like combining the open ended, and more general data from the Kinect, with specific data from a minimal wireless wearable sensor like LumoBack would allow for ‘always with you’ data about mobility, and specific posture data.[3] This would complement the more open ended ability for the Kinect to detect other full body movements such as stretching routines without additional sensors. Integrating with, or moving the web application component to an existing social platform (such as a facebook app) could also reduce the work required to grow extrinsic motivators (teams), share statistics, and track results in a familiar setting further integrating into the players current habits. 7. CONCLUSION We have shown the evolution of the Limber project from a summary of its initial development, through to the key changes currently being evaluated. The development of hardware and software, as well as the extent of applied persuasive technology gamification were both expanded to attempt to further understand motivations for increasing awareness and fulfillment of healthy living habits. Working with vision sensors adds new dynamics and possibilities to tracking full body player activities, and social play competition opens the door for extrinsic motivators. An ambient display will move the [1] Cramer, H., Ahmet, Z., Rost, M., and Holmquist, L.E. “Gamification and Location- Sharing: Some Emerging Social Conflicts.” Gamification: Using Game Design Elements in Non-Game Contexts. CHI 2011 Workshop, May 7-12, 2011. Vancouver, BC. 30-33. Web. 03 June 2012. [2] Leung, K., Reily, D., Hartman, K., Stein, S., Westecott, E. “Limber: DIY Wearables For Reducing Risk of Office Injury” TEI 2012, Feb 19-22, 2012, Kingston, Ontario, Canada. Copyright 2012 ACM 978-1-4503-0541-9/11/08-09 [3] http://lumoback.com Retreived July 2012. [4] Deterding, S., Dixon, D., Khaled, R., & Nacke, L. “Gamification: Toward a Definition.” Gamification: Using Game Design Elements in Non-Game Contexts. CHI 2011 Workshop, May 712, 2011. Vancouver, BC. 6-9. Web. 03 June 2012. [5] Deterding, S. “Situated Motivational Affordances of Game Elements: A Conceptual Model.” Gamification: Using Game Design Elements in Non-Game Contexts. CHI 2011 Workshop, May 7-12, 2011. Vancouver, BC. 34-37. Web. 03 June 2012. [6] Nikkila, S., Linn, S., Sundaram, H., and Kelliher, A. “Playing in Taskville: Designing a Social Game for the Workplace.” Gamification: Using Game Design Elements in Non-Game Contexts. CHI 2011 Workshop, May 7-12, 2011. Vancouver, BC. 88-91. Web. 03 June 2012. [7] Ellis, J., Luther, K., Bessiere, K. et al. “Games for Virtual Team Building.” Proceedings of the 7th ACM conference on Designing interactive systems – DIS '08. New York, NY: ACM, 2008. 295304. Web. 03 June 2012. [8] Cheng, L., Patterson, J., Shami, S., Rohall, S., Dugan, C., Sempere, A., Muller, M., Geyer, W., and DiMicco, J. “Finding Moments of Play at Work.” Gamification: Using Game Design Elements in Non-Game Contexts. CHI 2011 Workshop, May 7-12, 2011. Vancouver, BC. 18-21. Web. 03 June 2012. [9] Laschke, M., and Hassenzahl, M. “Mayor or Patron? The Difference Between a Badge and a Meaningful Story.” Gamification: Using Game Design Elements in Non-Game Contexts. CHI 2011 Workshop, May 7-12, 2011. Vancouver, BC. 72-75. Web. 03 June 2012. [10] Vorderer, P., Hartmann, T., Klimmt, C. “Explaining the Enjoyment of Playing Video Games: the Role of Competition.” ICEC '03 Proceedings of the Second International Conference on Entertainment Computing. Carnegie Mellon University Pittsburgh, PA. 2003. 1-9. Web. 03 June 2012. Dalhousie University, Computer Science Department, Aug 2012
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