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Use of Blockchain Technology in the Domain of Physical Exercise, Physical Activity, Sport, and Active Ageing: A Systematic Review

Juan Lopez-Barreiro, Luis Alvarez-Sabucedo, Jose Luis Garcia-Soidan and Juan M. Santos-Gago
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Juan Lopez-Barreiro: Faculty of Education and Sport Sciences, Campus A Xunqueira, s/n, University of Vigo, 36005 Pontevedra, Spain
Luis Alvarez-Sabucedo: AtlanTTic, Campus Lagoas-Marcosende, University of Vigo, Maxwell, s/n, 36310 Vigo, Spain
Jose Luis Garcia-Soidan: Faculty of Education and Sport Sciences, Campus A Xunqueira, s/n, University of Vigo, 36005 Pontevedra, Spain
Juan M. Santos-Gago: AtlanTTic, Campus Lagoas-Marcosende, University of Vigo, Maxwell, s/n, 36310 Vigo, Spain

IJERPH, 2022, vol. 19, issue 13, 1-19

Abstract: Blockchain technology provides a distributed support for information storage and traceability. Recently, it has been booming in a wide variety of domains: finance, food, energy, and health. In the field of physical activity, physical exercise, sport, and active ageing, this technology could also originate some interesting services introducing support for reliable repository of results, for gamification, or for secure data interchange. This systematic review explores the use of blockchain in this context. The objective is to determine to which extent this technology has fulfilled the potential of blockchain to bring these new added-value services. The authors explored 5 repositories in search of papers describing solutions applied to the above-mentioned frame. 17 papers were selected for full-text analysis, and they displayed diverse applications of blockchain, such as Fitness and healthcare, Sport, and Active ageing. A detailed analysis shows that the solutions found do not leverage all the possibilities of blockchain technology. Most of the solutions analyzed use blockchain for managing, sharing, and controlling access to data and do not exploit the possibilities of Smart Contracts or oracles. Additionally, the advantages of the blockchain model have not been fully exploited to engage users using approaches such as gamification.

Keywords: health promotion; DLT; training; sport activity; eHealth; fitness (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2022
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