Gamification of Mobile Fitness Applications for Newly Diagnosed Multiple Sclerosis Patients
MetadataShow full item record
Subjectgamification; mobile fitness application; applications; Multiple Sclerosis; patients; gamified; human centered design; recreational therapy; fitbit; reward; fun and engagement prototype; motivated debilitating disease; cognitive behavioral constructive Malone’s motivation theory challenge; curiosity control fantasy; avatar perception attention; digital media intrinsic positive
We can think of our life with mobile technology as a constant classroom and learning environment. Mobile Fitness is a prototype application which will be used by newly diagnosed Multiple Sclerosis patients. The application uses the theory of fun and engagement to keep the user interested and motivated to complete daily workouts. Mobile Fitness uses these game based learning characteristics and human centered design to better suit the user. Recreational therapy also integrates well with gamification because both can be considered with the same end goals in mind. Successful completion of tasks with a reward.