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研究生:邱宇箴
研究生(外文):Chiu, Yu-Chen
論文名稱:虛擬社群趨勢顯示於排行榜對於個人步行數量之影響
論文名稱(外文):The Influence of Showing Fictitious Community Trend with Leaderboard on Individual Walking Steps
指導教授:曾元琦曾元琦引用關係
指導教授(外文):Tseng, Yuan-Chi
口試委員:余能豪胡敏君郭旭展
口試委員(外文):Neng-Hao YuMin-Chun HuHsu-Chan Kuo
口試日期:2017-06-30
學位類別:碩士
校院名稱:國立成功大學
系所名稱:工業設計學系
學門:設計學門
學類:產品設計學類
論文種類:學術論文
論文出版年:2017
畢業學年度:105
語文別:英文
論文頁數:31
中文關鍵詞:身體活動社會比較社會學習虛擬社群排行榜
外文關鍵詞:Physical ActivitySocial ComparisonSocial LearningFictitious CommunityLeaderboard
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在現今的社會形態中,坐式生活型態加重了國人的身體活動量不足的情況。目前已有許多提升身體活動量的應用程式,運用社群互動的元素,如:查看他人的成績、分享個人成績、傳送訊息等功能來提升人們的身體活動量,排行榜亦為其中一種被廣泛運用在遊戲、應用程式中的社群互動元素。然而,過去的社群影響相關研究尚未明確指出社群行為趨勢是如何影響個人行為表現討論。在實驗中,我們透過實驗控制虛擬參與者行走步數的趨勢,發現在每日步數進步的社群的大多數參與者都有更多的步行數量,而每日步數退步的所有參與者都比之前有更少的步行數量。透過半結構式訪談,近一步了解使用者可能在過程中產生社會比較及社會學習的歷程,而這些歷程可能是自身未必察覺的,在潛移默化中改變人們的意圖和行為。根據實驗對於虛擬社群的初步探討後,我們了解虛擬社群顯示於排行榜確實可能對於使用者有所影響。這項研究的結果可為促進身體活動相關的應用程式,在設計社群獎賞或排行榜機制時,提供一些設計建議,以提升使用者的體活動量。
In recent years, many people's life style has gradually become sedentary, and therefore lack of physical activity. While there are many applications that encourage physical activity through social interaction, such as rankings, sharing, or messaging. Few of them have shown that community trends can help people do more physical activity. Here, we created fictitious communities with different trends to investigate how different community trends affect users. In experiment 1, we found that most of the participants in the growth community had more walking steps and all participants in the decline community had fewer walking steps than before. The fictitious community trend displayed through the leaderboards might allow our participants to experience the process of social learning and social comparisons implicitly and then change their intentions and behaviors. The results of this study provide some design implications for building fictitious communities in mobile applications to encourage users to do more physical activity.
摘要 i
ABSTRACT ii
ACKNOWLEDGEMENT iii
TABLE OF CONTENTS iv
LIST OF FIGURES vi
CHAPTER 1 INTRODUCTION 1
1.1 Background 1
1.2 Research Purpose 2
1.3 Research Frame Work 3
CHAPTER 2 LITERATURE REVIEW 4
2.1 The Formation of Behavior 4
2.1.1 Social Learning Theory 4
2.1.2 Theory of Planned Behavior (TPB) 5
2.1.3 Fogg Behavior Model 6
2.2 The Strategies of Behavior Change 7
2.2.1 Persuasive Technology to Promote Physical Activity 7
2.2.2 Social Comparison in Persuasive Technology 8
2.2.3 The Use of Bot in Behavioral Change 10
2.3 Leaderboard in Fitness Applications 11
2.4 The Way of Calculating the Physical Activity 11
CHAPTER 3 RESEARCH METHODOLOGY 13
3.1 Participants 13
3.2 Material 14
3.3 Procedure 15
3.4 Experiment 16
3.5 Interview 18
CHAPTER 4 RESULT & DISCUSSION 20
4.1 The Effect of Fictitious Community Trend on Physical Activity 20
4.2 Implicit Effect of Fictitious Community 20
4.3 Social learning and self-efficacy in Fictitious Community 21
4.4 Social Comparison in Fictitious Community 22
CHAPTER 5 CONCLUSIONS 26
5.1 Conclusions 26
5.2 Design Implication 26
5.3 Future Work 27
REFERENCES 29
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