  Gamification is frequently used to motivate people getting more physically
active. However, most systems follow a one-size-fits-all gamification approach,
although past research has shown that interpersonal differences exist in the
perception of gamification elements. Also, most studies investigating the
effects of gamification are rather short, although it has been shown that
gamification can suffer from novelty effects. In this paper, we address both
these issues by investigating whether gamification elements, integrated into a
fitness course booking system, have an effect on how frequently users
participate in fitness courses in a gym (N=52) over a duration of 275 days (548
days including baseline). Also, the gamification elements that we implemented
are tailored to specific Hexad user types, which allows us to investigate
whether using suitable gamification elements leads to an increased course
participation. Our results show that gamification increased the participation
in fitness courses significantly and that users who received a suitable set of
gamification elements - according to their Hexad user type - increased their
participation significantly more than others.
