Gerry Chan

Mr. Gerry Chan


Research Focus & Metrics

Academic Career Length

10Years (2017-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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17 November 2020 in JMIR Serious Games
Verified
Journal Article
Open access
ZZZhao Zhao
Zhao Zhao
AAAli Arya
Ali Arya
RORITA ORJI
RITA ORJI
GCGerry Chan
Gerry Chan
Background: Gamification and persuasive games are effective tools to motivate behavior change, particularly to promote daily physical activities. On the one hand, studies have suggested that a one-size-fits-all approach does not work well for persuasive game design. On the other hand, player modeling and recommender systems are increasingly used for personalizing content. However, there are few existing studies on how to build comprehensive player models for personalizing gamified systems, recommending daily physical activities, or the long-term effectiveness of such gamified exercise-promoting systems. Objective: This paper aims to introduce a gamified, 24/7 fitness assistant system that provides personalized recommendations and generates gamified content targeted at individual users to bridge the aforementioned gaps. This research aims to investigate how to design gamified physical activity interventions to achieve long-term engagement. Methods: We proposed a comprehensive model for gamified fitness recommender systems that uses detailed and dynamic player modeling and wearable-based tracking to provide personalized game features and activity recommendations. Data were collected from 40 participants (23 men and 17 women) who participated in a long-term investigation on the effectiveness of our recommender system that gradually establishes and updates an individual player model (for each unique user) over a period of 60 days. Results: Our results showed the feasibility and effectiveness of the proposed system, particularly for generating personalized exercise recommendations using player modeling. There was a statistically significant difference among the 3 groups (full, personalized, and gamified) for overall motivation (F3,36=22.49; P<.001), satisfaction (F3,36=22.12; P<.001), and preference (F3,36=15.0; P<.001), suggesting that both gamification and personalization have positive effects on the levels of motivation, satisfaction, and preference. Furthermore, qualitative results revealed that a customized storyline was the most requested feature, followed by a multiplayer mode, more quality recommendations, a feature for setting and tracking fitness goals, and more location-based features. Conclusions: On the basis of these results and drawing from the gamer modeling literature, we conclude that personalizing recommendations using player modeling and gamification can improve participants’ engagement and motivation toward fitness activities over time.

11 July 2024 in International Journal of Human–Computer Interaction
Verified
Journal Article
Closed access
GCGerry Chan
Gerry Chan
BBBilikis Banire
Bilikis Banire
GAGrace Ataguba
Grace Ataguba
GFGeorge Frempong
George Frempong
RORITA ORJI
RITA ORJI

10 April 2023 in Behaviour & Information Technology
Verified
Journal Article
Closed access
RORita Orji
Rita Orji
AAAlaa Alslaity
Alaa Alslaity
GCGerry Chan
Gerry Chan
Persuasive gamified systems are effective tools for motivating behaviour change using various persuasive strategies. In line with the reinforcement theory, some persuasive gamified systems employ reward and punishment in their design to achieve the intended behavioural outcome. Research has argued both in favour and against using these strategies in behaviour change applications due to mixed results with respect to their effectiveness. However, there is a lack knowledge about how interventions using these strategies could motivate or demotivate behaviours. Therefore, this paper explores the mechanism through which Reward and Punishment motivate or demotivate behaviours with respect to their strengths and weaknesses. The results of large-scale exploratory studies (N = 1768) uncover important strengths and weaknesses that could facilitate or hinder the effectiveness of Reward and Punishment at motivating behaviour change. These include their ability to engage users and make behaviour fun, reinforce commitments to goals, and reveal some consequences of bad behaviour. We also compared the perceived effectiveness of reward and punishment quantitatively.

15 July 2024 in International Journal of Human–Computer Interaction
Verified
Journal Article
Closed access
HFHemad Fetrati
Hemad Fetrati
GCGerry Chan
Gerry Chan
RORITA ORJI
RITA ORJI

20 February 2024 in International Journal of Human–Computer Interaction
Verified
Journal Article
Closed access
GCGerry Chan
Gerry Chan
CNChukwuemeka Nwagu
Chukwuemeka Nwagu
IOIfeanyi Odenigbo
Ifeanyi Odenigbo
AAAlaa Alslaity
Alaa Alslaity
RORITA ORJI
RITA ORJI

13 September 2023 in Behaviour & Information Technology
Verified
Journal Article
Closed access
GCGerry Chan
Gerry Chan
AAAli Arya
Ali Arya
RORITA ORJI
RITA ORJI
ZZZhao Zhao
Zhao Zhao
AWAnthony Whitehead
Anthony Whitehead