human: Given a node-centered hypergraph: <hypergraph>, where nodes represent authors and hyperedges represent groups of authors who co-authored the same paper.

Details of the hypergraph:
Center node: "Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity"
  Abstract: Game design elements are often implemented in persuasive systems aimed to promote physical activity, a process called "gamification." Gamification is believed to motivate users to become more active, and is commonly implemented in commercial products. However, relatively few studies rigorously evaluated the effectiveness of gamification, and they yielded contradicting findings. We set out to evaluate the effectiveness of virtual rewards and social comparison--two game elements prevalent in persuasive systems. We developed a research prototype, called "StepByStep," aimed to promote routine walking. We created different versions of StepByStep, implemented as an application on Android-based mobile devices, and compared their effectiveness in two field studies. Study 1 showed that a quantified version of the application--offering continuous measurement of walking time, a daily goal, and real-time feedback on progress toward this goal--facilitated reflection on activity and significantly increased walking time over baseline level. Study 2 showed that gamified versions offering virtual rewards and social comparison were only as effective as the quantified version. Thus, we advise designers to facilitate reflection on meaningful aspects of physical activity by developing novel ubiquitous measures. Furthermore, our findings highlight the importance of systematic comparisons between quantified and gamified elements for better understanding their motivational affordances.

Connected through hyperedge HE-1 (induced by source paper "Usability and Feasibility of PmEB: A Mobile Phone Application for Monitoring Real Time Caloric Balance"):
  with members:
    - "Usability inspection methods"

Connected through hyperedge HE-2 (induced by source paper "Apps for life change: Critical review and solution directions"):
  with members:
    (none)

Question: Please tell me which research area the center author belongs to. The 4 classes are: Computer science, Mathematics, Engineering, Economics, Psychology, Business. Directly output the class name.

gpt: Computer science