Positive and Negative Impacts of Gamification on the Fitness Industry
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 lifest...
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| Published in: | European Journal of Investigation in Health, Psychology and Education (EJIHPE) Vol. 13; no. 8; pp. 1411 - 1422 |
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| Language: | English |
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01.08.2023
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| ISSN: | 2254-9625, 2174-8144, 2254-9625 |
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| 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. |
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| AbstractList | 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. 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.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. 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. |
| Audience | Academic |
| Author | Milrich, Fulbert Ozdamli, Fezile |
| AuthorAffiliation | 2 Computer Information Systems Research and Technology Centre, Near East University, Nicosia 99138, Turkey; 20225777@std.neu.edu.tr 1 Department of Management Information Systems, Near East University, Nicosia 99138, Turkey 3 Department of Computer Information Systems, Near East University, Nicosia 99138, Turkey |
| AuthorAffiliation_xml | – name: 1 Department of Management Information Systems, Near East University, Nicosia 99138, Turkey – name: 3 Department of Computer Information Systems, Near East University, Nicosia 99138, Turkey – name: 2 Computer Information Systems Research and Technology Centre, Near East University, Nicosia 99138, Turkey; 20225777@std.neu.edu.tr |
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| BackLink | https://www.ncbi.nlm.nih.gov/pubmed/37623300$$D View this record in MEDLINE/PubMed |
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| Cites_doi | 10.1145/2793107.2810276 10.3390/s23052598 10.3390/electronics12020368 10.2196/14322 10.2196/28282 10.3390/healthcare11071051 10.3390/ijerph182111052 10.1287/mnsc.2022.4581 10.1007/s12178-022-09797-w 10.3389/fphys.2020.01017 10.3390/healthcare10020221 10.5220/0010230603610368 10.1136/bmj.b2535 10.1007/s11257-021-09288-6 10.3390/ijerph19148417 10.2196/38133 10.3389/fpsyg.2021.572877 10.1089/g4h.2018.0008 10.1145/3025453.3025826 10.3390/su13137017 10.1080/23311983.2016.1210277 10.1136/bmjopen-2016-012447 10.1007/s00779-017-1023-3 10.3390/ijerph17030877 10.1007/978-3-319-07527-3 10.1186/s12889-019-7030-8 10.1136/bmj.n71 10.5220/0006112102520259 10.1002/cb.2108 10.2196/23423 10.1016/j.ahj.2023.02.014 10.5220/0010618401650171 10.2196/mhealth.6675 10.3389/fpsyg.2020.629335 10.1186/1471-2458-13-32 10.1016/S0140-6736(12)61031-9 10.3390/mti5020005 |
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| Copyright_xml | – notice: COPYRIGHT 2023 MDPI AG – notice: 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/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. – notice: 2023 by the authors. 2023 – notice: LICENCIA DE USO: Los documentos a texto completo incluidos en Dialnet son de acceso libre y propiedad de sus autores y/o editores. Por tanto, cualquier acto de reproducción, distribución, comunicación pública y/o transformación total o parcial requiere el consentimiento expreso y escrito de aquéllos. Cualquier enlace al texto completo de estos documentos deberá hacerse a través de la URL oficial de éstos en Dialnet. Más información: https://dialnet.unirioja.es/info/derechosOAI | INTELLECTUAL PROPERTY RIGHTS STATEMENT: Full text documents hosted by Dialnet are protected by copyright and/or related rights. This digital object is accessible without charge, but its use is subject to the licensing conditions set by its authors or editors. Unless expressly stated otherwise in the licensing conditions, you are free to linking, browsing, printing and making a copy for your own personal purposes. All other acts of reproduction and communication to the public are subject to the licensing conditions expressed by editors and authors and require consent from them. Any link to this document should be made using its official URL in Dialnet. More info: https://dialnet.unirioja.es/info/derechosOAI |
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| Snippet | 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... 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... |
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| SubjectTerms | Analysis Attrition (Research Studies) Disease Incidence Electronic Learning Exercise fitness game mechanics Gamification gamified gym Health Behavior healthiness Information Seeking Literature reviews Mechanics Personal care industry Physical fitness Researchers Review Search Strategies Systematic review Wearable computers |
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| Title | Positive and Negative Impacts of Gamification on the Fitness Industry |
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| Volume | 13 |
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