Positive and Negative Impacts of Gamification on the Fitness Industry

Author:

Ozdamli Fezile12ORCID,Milrich Fulbert23

Affiliation:

1. Department of Management Information Systems, Near East University, Nicosia 99138, Turkey

2. Computer Information Systems Research and Technology Centre, Near East University, Nicosia 99138, Turkey

3. Department of Computer Information Systems, Near East University, Nicosia 99138, Turkey

Abstract

Gamification features to motivate individuals to exercise have become a trend in the fitness sector that is gaining popularity. It is based on the idea that adding fun and competitive components to workout routines will inspire people to achieve their fitness objectives and maintain a healthy lifestyle. This research study attempts to analyze the literature that explores this concept of gamification in detail, and create a picture of how its implementation has changed fitness and healthy habits. This research incorporated the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) approach as its research methodology. Search strategy used a set of inclusion-exclusion criteria that helped us examine through hundreds of articles identified in the Web of Science and SCOPUS databases. After exclusive and inclusion criteria, 48 articles were selected to be reviewed in detail. Results have indicated that gamification strategy is a supporting factor to overcome the difficulties of executing exercises. Also, to improve the willingness towards fitness regimens.

Publisher

MDPI AG

Subject

Applied Psychology,Clinical Psychology,Developmental and Educational Psychology

Reference46 articles.

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3. WHO-Organization (2023, May 22). Launch of New Global Estimates on Levels of Physical Activity in Adults. Available online: https://www.usatoday.com/story/news/nation-now/2018/09/05/adults-worldwide-not-exercising-study-who/1199978002/).

4. Health.Gov (2023, May 27). Top 10 Things to Know about the Second Edition of the Physical Activity Guidelines for Americans. Physical Activity Guidlines, 2023, Available online: https://health.gov/our-work/nutrition-physical-activity/physical-activity-guidelines/current-guidelines/top-10-things-know.

5. A randomized controlled trial of gamification, financial incentives, or both to increase physical activity among patients with elevated risk for cardiovascular disease: Rationale and design of the be active study;Fanaroff;Am. Heart J.,2023

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