Unifying the fragmented models of information systems implementation
Critical issues in information systems research
Social influence process in the acceptance of a virtual community service
Information Systems Frontiers
ActiveShare: sharing challenges to increase physical activities
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Physical activity motivating games: virtual rewards for real activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mobile system to motivate teenagers' physical activity
Proceedings of the 9th International Conference on Interaction Design and Children
Pediluma: motivating physical activity through contextual information and social influence
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Dotastic: achieving goals by socializing tasks
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work Companion
International Journal of Information Management: The Journal for Information Professionals
Turning the classic snake mobile game into a location---based exergame that encourages walking
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
An Empirical Examination of Customer Perceptions of Mobile Advertising
Information Resources Management Journal
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In light of current calls by medical professionals to confront the global issue of obesity and related illnesses, we developed a mobile application called STEP UP that monitors physical activity and provides data that can be easily shared within a social network. We then conducted an exploratory, theoretical study based on the theory of reasoned action (TRA) followed by an experimental trial and user study. The purpose of the studies was to explore the effect of persuasive technology on physical activity behavior and to investigate its effectiveness in motivating users to use the technology to be more physically active. The application was found to have a positive effect on the participants and their level of physical activity. They enjoyed using the application and were motivated to walk more, especially when enabled to share their step counts with their friends. The social component of the application clearly enhanced users' walking experience, as the atmosphere of friendly competition motivated them to walk more. Based on user responses, we conclude that a further enhanced application that includes chat functionality may be even more successful in supporting increased physical activity and thus healthier lifestyle.