Paper Title
Lifestyle Game Change
Abstract
Obesity has become a worldwide problem. Lifestyle applications are numerous and do not seem very effective. This study starts with a systematic literature study how gamification can help in making lifestyle apps more effective. With 94 interviews we derived the most important features and combine those with literature focusing on the most used lifestyle app, Apple health. The ease of use is mentioned by all interviewees to be most important. From literature we derive that gamification is needed to improve the lifestyle apps. The dynamics of gamification are important to make the new lifestyle a habit. To make lifestyle applications more dynamic we propose a new model in which Self-monitoring with the tracking of three dimensions (nutrition, physical activity and social & mental activity) is the most relevant row. Support (in many formats) and Serious gamification is needed to complete the lifestyle apps.
Keywords - Lifestyle App, Obesity, Lifestyle Game, Weight-Management, Game.