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Gamification for Healthier Lifestyle – User Retention

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Book cover Service-Oriented Computing – ICSOC 2021 Workshops (ICSOC 2021)

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Abstract

Gamification is gaining in popularity and is increasingly showing potential to benefit humans. Numerous applications have been developed but more research is required on the key motivational factors responsible for user adherence. The purpose of this research is to investigate strategies to encourage people in adopting a healthy lifestyle using gamification and identifying the key factors responsible for retaining users. The research will not be limited to certain activities such as gym or sports but motivates people to emphasize on small activities, for example, doing household work, walking and many others. This research endeavors to develop an application using Unity and C# which is a real-time platform supported by iOS and Android. The research focuses on Behavior Change Techniques and Self-Determination Theory to tackle the issue of user adherence.

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Acknowledgements

This project has benefited from the input of many colleagues: M.Sc. Ondrej Benes, Dr Nicola Payne (Psychology Department), Dr Anne Elliot (London Sports Institute), Dr Simon Best (Management Leadership and Organisations Department),). We would like to thank Laurence Oliver (Greenwich Leisure Ltd.), Gillan Kelly (Greenwich Leisure Ltd.), Andrew Gilbert (Greenwich Leisure Ltd.), Jalpa Assani (Greenwich Leisure Ltd.), Alesia Carrington (Barnet Council) for their contribution.

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Correspondence to Shabih Fatima .

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Fatima, S., Augusto, J.C., Moseley, R., Urbonas, P. (2022). Gamification for Healthier Lifestyle – User Retention. In: Hacid, H., et al. Service-Oriented Computing – ICSOC 2021 Workshops. ICSOC 2021. Lecture Notes in Computer Science, vol 13236. Springer, Cham. https://doi.org/10.1007/978-3-031-14135-5_17

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  • DOI: https://doi.org/10.1007/978-3-031-14135-5_17

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