Gamification for a healthier lifestyle – user adherence

PhD thesis


Fatima, S. 2023. Gamification for a healthier lifestyle – user adherence. PhD thesis Middlesex University Computer Science
TypePhD thesis
TitleGamification for a healthier lifestyle – user adherence
AuthorsFatima, S.
Abstract

Numerous applications have been developed using gamification- in the field of health and well-being to help modify lifestyle factors associated with various diseases such as cancer, diabetes and many more. To improve well-being, an individual needs motivation, and this motivation is one of the key driving factors responsible for user engagement. This research aims to investigate strategies to encourage people to adopt a healthy lifestyle using gamification and identify the key factors responsible for retaining users. The study was not limited to certain activities such as the gym or sports but also motivated people to engage in small activities, for example, doing household work, walking and many others. Some physical activity gamification applications focus on elements such as rewards, leaderboards and competition, while very few investigate various motivational elements using motivational techniques. The application was developed using Unity and C# supported by iOS, Harmony OS and Android. The main aspect of the research focused on motivational techniques such as Behavior Change Techniques (BCTs) and Self-Determination Theory (SDT) to tackle the issue of behavior change and user adherence. BCTs are techniques to help individuals change their behavior to adapt to a healthy lifestyle, and SDT is a theory in which individuals motivate themselves. The pilots were conducted to measure the impact of BCTs and SDTs with organizations such as Middlesex University, Unitas and Hendon School. The participants were of different age groups. The strategy used is to gather feedback using questionnaires and collect data used in Performance Functions to measure the effectiveness of BCTs and SDT. Using Performance Functions, we measured each component of SDT and BCT, which is one of the contributions of this research. The ‘Purpose’ component of SDT motivates participants of all age groups to be physically active compared to other SDT components. The results show that certain age group participants like certain features; for instance, the Daily Streak was popular among adults, while Active Travel was mostly used by teenagers and children in the Habit Formation category of BCT, which helped them to stay engaged for longer.

Sustainable Development Goals3 Good health and well-being
9 Industry, innovation and infrastructure
Middlesex University ThemeHealth & Wellbeing
Department nameComputer Science
Science and Technology
Institution nameMiddlesex University
PublisherMiddlesex University Research Repository
Publication dates
Online02 Sep 2024
Publication process dates
Accepted17 Jan 2024
Deposited02 Sep 2024
Output statusPublished
Accepted author manuscript
File Access Level
Open
LanguageEnglish
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