Gamified wearables, their uses, and challenges in human well-being
Borgenström, Peppi; Katsardis, Aurora; Loijas, Jouko; Nguyen, Ngoc (2022)
Borgenström, Peppi
Katsardis, Aurora
Loijas, Jouko
Nguyen, Ngoc
Haaga-Helia ammattikorkeakoulu
2022
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi-fe2022070651347
https://urn.fi/URN:NBN:fi-fe2022070651347
Tiivistelmä
Gamification is utilised to encourage behavioural change and advance desired attitudes in well-being. Well-being can be enhanced through the alteration of individual behaviours and social aspects. Wearables used for self-tracking are developing and growing their market segment. This essay explores how gamified wearables can impact physical and mental well-being. This essay explores how three main topics: 1) gamification, 2) well-being and, 3) wearables collide. The existing research indicates that gamification and wearables can impact well-being positively. However, the full potential of gamification does not seem to be harnessed yet. Findings need to be explained with awareness due to the relatively methodological limitations of many studies and investigated how gamification and wearable devices could be merged to provide long term, user-friendly approaches to personal well-being.
Keywords: Gamification, Wearable Technology, Well-Being
Keywords: Gamification, Wearable Technology, Well-Being