University of Twente Student Theses


Suitability of gamification methods in a lifestyle application against obesity and diabetes

Groen, J.J. (2023) Suitability of gamification methods in a lifestyle application against obesity and diabetes.

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Abstract:Obesity and diabetes are more common than ever. In particular, younger adults aged 18-25 are becoming more susceptible to obesity through the abundance of fastfood, the popularity of online gaming and other factors. This combined often leads to unhealthy lifestyles. For treatment or prevention of these unhealthy behaviors, lifestyle apps have shown to have big potential. Current lifestyle apps mainly focus on monitoring activity and eating patterns but keep a rather passive stance when it comes to changing users behavior. To change this, gamification could help greatly to actively change users behavior and thus, encouraging healthy lifestyles. Some current lifestyle apps vaguely use gamification methods such as goals or sometimes even achievements. This motivates the user to change certain behaviors such as walking 5000 steps a day. Gamification has proven to be advantageous for changing user behavior, but gamification is broad and there is little to no research done on what sort of gamification works best. This research aims to fill that gap by researching the suitability of different gamification methods in lifestyle applications. This study mainly focuses on gamification used in lifestyle applications for users between 18-25. The research is done alongside plans for a lifestyle application against obesity and diabetes so the gamification methods will be evaluated according to these plans.
Item Type:Essay (Bachelor)
Faculty:EEMCS: Electrical Engineering, Mathematics and Computer Science
Subject:54 computer science
Programme:Computer Science BSc (56964)
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