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dc.contributor.authorCoupe, Brian
dc.date.accessioned2016-02-04T18:21:07Z
dc.date.accessioned2020-06-22T14:34:48Z
dc.date.available2016-02-04T18:21:07Z
dc.date.available2020-06-22T14:34:48Z
dc.date.issued2016-01
dc.identifier.urihttp://hdl.handle.net/20.500.12648/980
dc.description.abstractWe 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.en_US
dc.description.sponsorshipRussell Kahn - First Reader Ibrahim Yucel - Second Readeren_US
dc.language.isoen_USen_US
dc.subjectgamificationen_US
dc.subjectmobile fitness applicationen_US
dc.subjectapplicationsen_US
dc.subjectMultiple Sclerosisen_US
dc.subjectpatientsen_US
dc.subjectgamifieden_US
dc.subjecthuman centered designen_US
dc.subjectrecreational therapyen_US
dc.subjectfitbiten_US
dc.subjectrewarden_US
dc.subjectfun and engagement prototypeen_US
dc.subjectmotivated debilitating diseaseen_US
dc.subjectcognitive behavioral constructive Malone’s motivation theory challengeen_US
dc.subjectcuriosity control fantasyen_US
dc.subjectavatar perception attentionen_US
dc.subjectdigital media intrinsic positiveen_US
dc.titleGamification of Mobile Fitness Applications for Newly Diagnosed Multiple Sclerosis Patientsen_US
dc.typeThesisen_US
refterms.dateFOA2020-06-22T14:34:48Z
dc.description.institutionSUNY Polytechnic Institute


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