Gamification of Mobile Fitness Applications for Newly Diagnosed Multiple Sclerosis Patients
Average rating
Cast your vote
You can rate an item by clicking the amount of stars they wish to award to this item.
When enough users have cast their vote on this item, the average rating will also be shown.
Star rating
Your vote was cast
Thank you for your feedback
Thank you for your feedback
Author
Coupe, BrianKeyword
gamificationmobile fitness application
applications
Multiple Sclerosis
patients
gamified
human centered design
recreational therapy
fitbit
reward
fun and engagement prototype
motivated debilitating disease
cognitive behavioral constructive Malone’s motivation theory challenge
curiosity control fantasy
avatar perception attention
digital media intrinsic positive
Date Published
2016-01
Metadata
Show full item recordAbstract
We can think of our life with mobile technology as a constant classroom and learning environment. Mobile Fitness is a prototype application which will be used by newly diagnosed Multiple Sclerosis patients. The application uses the theory of fun and engagement to keep the user interested and motivated to complete daily workouts. Mobile Fitness uses these game based learning characteristics and human centered design to better suit the user. Recreational therapy also integrates well with gamification because both can be considered with the same end goals in mind. Successful completion of tasks with a reward.