Research
Supplication: Team-Level Behavior Change Platform
Completed 2014 - 2018

Supplication: Team-Level Behavior Change Platform

Platform enhancing team-level behavior change using lifelog information sharing among team members based on competition and collaboration.

Behavior Change Gamification Health

Overview

Supplication (Supplement + Application) is a platform enhancing team-level behavior change using lifelog information sharing among team members based on competition and collaboration techniques.

Supplication

Approach

  • Six sharing models: Proposed and evaluated six lifelog sharing models combining "competition" and "collaboration" concepts (e.g., external competition, internal competition, collaboration, hybrid models)
  • Team-based intervention: Leveraging social dynamics within teams to promote exercise behavior change
  • Lifelog sharing: Sharing activity and health data (step counts, exercise records) among team members through the platform

Results

  • A study with 64 participants over three weeks found that competition-based models were most effective for competitive teams such as sports teams
  • The "external competition" model, where teams compete against each other, showed the strongest effect on exercise behavior change
  • Received Best Paper Award at IEEE HealthCom 2014

Significance

Supplication demonstrates that team dynamics and social information sharing can be powerful drivers of health behavior change. The findings on competition vs. collaboration effectiveness provide design guidelines for team-based health promotion interventions.

Key Publications

2016

Toward Health Exercise Behavior Change for Teams Using Lifelog Sharing Models

Yuuki Nishiyama, Tadashi Okoshi, Takuro Yonezawa, Jin Nakazawa, Kazunori Takashio, Hideyuki Tokuda

IEEE Journal of Biomedical and Health Informatics

DOI
2014 Best Paper Award

Towards health exercise behavior change for teams using life-logging

Yuuki Nishiyama, Tadashi Okoshi, Takuro Yonezawa, Jin Nakazawa, Kazunori Takashio, Hideyuki Tokuda

2014 IEEE 16th International Conference on e-Health Networking, Applications and Services (Healthcom)

DOI
2019

HealthyStadium: 他者評価とゲーミフィケーションを用いた食習慣改善ソーシャルメディア

栄元優作, 西山勇毅, 大越匡, 中澤仁

情報処理学会論文誌

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