PROMOTING FITNESS THROUGH GAMIFICTION

May 2023
Vol-9, Issue-3
Paper ID: 20417
ISSN: 2395-4396
Downloads: 0

Abstract & Details

Research Area
Computer Science Engineering
Keywords
Habitation Artificial Intelligence Machine Learning Occupational health Social Gamification Exercise.
Abstract
Social gamification programs is great to hear that your study found success in using social gamification to encourage and personal health and behavioral data must be protected healthy lifestyles in professional contexts. However, it's to prevent any negative impact on an employee's career important to address the issues of privacy and fairness 1 prospects. It's essential to balance privacy with when designing such programs . It's also promising transparency and engagement to create effective and engaging games in a corporate setting. Overall, these studies highlight the potential of technology and gamification in promoting healthier lifestyles in that the program was successful in helping half of the participants make lifestyle changes and received positive feedback from the majority of users. However, it's unfortunate that the program struggled with longterm user engagement due to the design choice of one way communication between employees and their physician in the interest of scalability. Moving forward, it may be beneficial to explore ways to improve long term engagement while still maintaining privacy and professional settings, but also emphasize the importance of addressing privacy and fairness concerns in their design and implementation. It's great to see that the gamification program was able to inspire individual employees to achieve their personal health goals. By involving an occupational physician in setting individual goals and providing ongoing support through digital communication, the program was able to create a more personalized and effective experience for employees. Using a point system for social competition among workers within the same company can also be an effective way to encourage healthy behaviors and create a sense of community and shared goals. By creating a friendly competition, employees can motivate and support each other in achieving their health goals. fairness. Perhaps implementing two-way communication between employees and their physician or of ering additional incentives could help to keep users engaged. Additionally, gathering feedback from users throughout the program's lifespan and using it to continuously improve the program could also help to increase engagement and success rates.

Author Information

# Name Institute / Affiliation
1 Koutuk Janardhan Moger Dayananda Sagar Academy of Technoloy and Management
2 Chethan S Dayananda Sagar Academy of Technoloy and Management
3 Ganashree N Dayananda Sagar Academy of Technoloy and Management
4 Ganavi G S Dayananda Sagar Academy of Technoloy and Management
5 Dr. J.T Thirukrishan Dayananda Sagar Academy of Technoloy and Management

How to Cite

Use the following formats to cite this article in your research.

APA Style
Moger, Koutuk Janardhan, S, Chethan, N, Ganashree, S, Ganavi G, & Thirukrishan, Dr. J.T (2023). PROMOTING FITNESS THROUGH GAMIFICTION. International Journal of Advance Research and Innovative Ideas In Education, 9(3), 2084-2090.
MLA Style
Moger, Koutuk Janardhan, et al. "PROMOTING FITNESS THROUGH GAMIFICTION." International Journal of Advance Research and Innovative Ideas In Education, vol. 9, no. 3, 2023, pp. 2084-2090.
IEEE Style
Koutuk Janardhan Moger, Chethan S, Ganashree N, Ganavi G S, and Dr. J.T Thirukrishan, "PROMOTING FITNESS THROUGH GAMIFICTION," International Journal of Advance Research and Innovative Ideas In Education, vol. 9, no. 3, pp. 2084-2090, 2023.
Vancouver Style
Moger Koutuk Janardhan, S Chethan, N Ganashree, S Ganavi G, Thirukrishan Dr. J.T. PROMOTING FITNESS THROUGH GAMIFICTION. International Journal of Advance Research and Innovative Ideas In Education. 2023;9(3):2084-2090.
Harvard Style
Moger, Koutuk Janardhan, S, Chethan, N, Ganashree, S, Ganavi G, & Thirukrishan, Dr. J.T (2023) 'PROMOTING FITNESS THROUGH GAMIFICTION', International Journal of Advance Research and Innovative Ideas In Education, 9(3), pp. 2084-2090.
Chicago Style
Moger, Koutuk Janardhan, et al. "PROMOTING FITNESS THROUGH GAMIFICTION." International Journal of Advance Research and Innovative Ideas In Education 9, no. 3 (2023): 2084-2090.
Turabian Style
Moger, Koutuk Janardhan, et al. "PROMOTING FITNESS THROUGH GAMIFICTION." International Journal of Advance Research and Innovative Ideas In Education 9, no. 3 (2023): 2084-2090.

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