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    Gamification of Mobile Fitness Applications for Newly Diagnosed Multiple Sclerosis Patients

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    Gamification of Mobile Fitness Applications for Newly Diagnosed Multiple Sclerosis Patients FINAL.pdf (805.9Kb)
    Date
    2016-01
    Author
    Coupe, Brian
    Metadata
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    Subject
    gamification
    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
    Abstract
    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.
    URI
    http://hdl.handle.net/1951/66525
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    • Information Design + Technology (IDT) Program Theses and Projects [126]

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