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Gamification and New Technologies to Promote Healthy Lifestyles and Its Role in Creative Industries

Borja Sañudo-Corrales (), Antonio J. Sánchez-Oliver () and María de la Cruz del Río-Rama ()
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Borja Sañudo-Corrales: University of Seville
Antonio J. Sánchez-Oliver: University of Seville
María de la Cruz del Río-Rama: University of Vigo

Chapter Chapter 8 in Cultural and Creative Industries, 2019, pp 137-153 from Springer

Abstract: Abstract The aim of the current study was to develop a mobile application implementing gamification design principles to promote healthy lifestyles and enhance overall wellbeing as a possible health strategy in the workplace for creative industries. GameMyHealth is a mobile application (App) designed to help users record and monitor lifestyle-related outcomes. By using associated wearable sensors, the information relating to users’ eating (Food Frequency Questionnaire) and activity habits can be recorded (e.g., number of steps, sleep, energy consumption). Therefore, by means of the implementation of gamification mechanics, badges, classification tables, points and levels, challenges and quests, as well as social engagement, were provided. For example, meeting activity or nutrition goals (e.g., greater number of individual steps (ten points); photo eating seasonal fruit (ten points)) can attain badges. Then a classification table will dynamically rank individual/group user progress and achievements as compared to their peers. Challenges are updated daily to provide the user options to keep them motivated, furthermore, “lifestyle quests” are also provided.

Keywords: Gamification; Mobile applications; Wearable technologies; Healthy lifestyles; Creative industries (search for similar items in EconPapers)
Date: 2019
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Persistent link: https://EconPapers.repec.org/RePEc:spr:innchp:978-3-319-99590-8_8

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DOI: 10.1007/978-3-319-99590-8_8

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