Positive and Negative Impacts of Gamification on the Fitness Industry
Abstract
:1. Introduction
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- What are the positive and negative effects of using gamification applications for fitness?
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- What are the challenges of using gamification applications for fitness?
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- What are the recommendations for fitness gamification applications proposed by the literature?
2. Materials and Methods
2.1. Search Strategy
2.2. Inclusion and Exclusion Criteria
2.3. Descriptive Analysis of Articles
3. Results
3.1. Positive Effects of Gamification
3.2. Negative Effects of Gamification
3.3. Challenges of Gamification Usage in the Fitness
3.4. Recommendations for Fitness Gamification Applications Proposed by the Literature
- Understanding user motivations and social needs: Understanding users’ primary psychological motivators and social needs in designing gamified fitness apps [43].
- Data security: Improve user data security, as fitness apps typically capture user data. When third-party corporations or organizations track and store performance data, there is a danger that this data will be exploited or hacked somehow [14]. Therefore, there is a need to improve safety from data theft significantly.
- Usability improvements: Fixing technical issues and bugs to improve the usability of gamified fitness apps and make them more engaging [8].
- Gender inclusivity: Well-structured design of gamified apps in a way that appeals to both male and female users, especially in self-monitoring drivers [39].
- Personalization: Apps that deliver messages tailored to each individual to suggest realistic and individualized goals [44].
- Improved accessibility: Providing better access to clear and concise information and simplifying interaction with the app, especially for older adults, benefitting [45].
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Inclusion Criteria | Exclusion Criteria |
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Articles in open access journals.
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Positive Effects of Gamification on Fitness and Healthiness |
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Negative Effects of Gamification on Fitness and Healthiness |
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Challenges of Using Gamification |
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© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
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Ozdamli, F.; Milrich, F. Positive and Negative Impacts of Gamification on the Fitness Industry. Eur. J. Investig. Health Psychol. Educ. 2023, 13, 1411-1422. https://doi.org/10.3390/ejihpe13080103
Ozdamli F, Milrich F. Positive and Negative Impacts of Gamification on the Fitness Industry. European Journal of Investigation in Health, Psychology and Education. 2023; 13(8):1411-1422. https://doi.org/10.3390/ejihpe13080103
Chicago/Turabian StyleOzdamli, Fezile, and Fulbert Milrich. 2023. "Positive and Negative Impacts of Gamification on the Fitness Industry" European Journal of Investigation in Health, Psychology and Education 13, no. 8: 1411-1422. https://doi.org/10.3390/ejihpe13080103
APA StyleOzdamli, F., & Milrich, F. (2023). Positive and Negative Impacts of Gamification on the Fitness Industry. European Journal of Investigation in Health, Psychology and Education, 13(8), 1411-1422. https://doi.org/10.3390/ejihpe13080103