Abstract
The work aims to study how different gamification elements affect the emotional experience of treadmill users and make clear the emotional tendency. By sorting out the common gamification design elements of treadmill interface, four typical gamification design elements were selected for experimental design. At the same time, based on the PAD emotional model, a sports emotional experience scale was designed, and the emotional tendency of participants under the influence of different gamification elements was obtained. Combined with the running distance results in a specified time, a comprehensive evaluation was made to reveal the effectiveness of different gamification elements in the treadmill interface. The data showed that both immersion-oriented elements and social-oriented elements could effectively reduce the negative emotions of "sadness" and "anxiety" caused by non-gamification elements, while the established target progress elements in the progress path dimension limited influence on users' emotions, but they were outstanding in improving sports efficiency. Different types of gamification design elements have significant differences in the emotional tendency caused by treadmill users' exercise process. Sports equipment designers should consider introducing reward and feedback mechanism and gamification elements with social attributes to promote users to form positive emotional experience in the process of sports, and put forward corresponding design strategies to guide design practice. In addition, users can choose the appropriate gamification sports mode according to their individual sports needs.
Key words
interface design; gamification; user experience; PAD emotional model
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PAN Jiahao, FU Rongrong.
Influence of Gamification Elements on the Sports Emotional Experience of Treadmill Users[J]. Packaging Engineering. 2025, 46(10): 108-119 https://doi.org/10.19554/j.cnki.1001-3563.2025.10.011
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