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Gamification for well-being: applications for health and fitness

Telmo Raul Aveiro-Róbalo and Vanessa Pérez-Del-Vallín

SAP Gamification and Augmented Reality, 2023

Abstract: Introduction: gamification is incorporating the elements and dynamics of the game into an educational experience, the aim is to encourage people to be more active in terms of health and physical fitness Objective: determine the influence of gamification on people's health. Method: a review of the bibliography was carried out using articles rescued from databases such as SciELO, Dialnet, Scopus, Researchgate, recovering a total of 16 reference articles from available literature related to the topic in question, included in the time frame. between 2018 and 2024. Results: gamification is positively related to the self-efficacy of users in participating in physical activity and improving healthy habits through the implementation of a didactic strategy, gamification is revealed as a tool with great potential to stimulate motivation and enhance abilities, promote the improvement of conditional physical abilities, including aspects such as resistance, strength, agility and flexibility, influences a decrease in anxiety and overwhelm in the face of failure, greater control over social stress and the Depression. Conclusions: gamification manages to generally reduce the effects of anxiety due to the feeling of failure, motivates the passing of individual and group tests, teamwork, promotes the improvement of conditional physical abilities, allows the overcoming of personal challenges Furthermore, it enhances people's willingness to practice a healthier lifestyle.

Date: 2023
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Persistent link: https://EconPapers.repec.org/RePEc:cwf:grarti:gr202316

DOI: 10.56294/gr202316

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