Lifestyle Applications Dimensions Priorities and Features: The Social, Mental and Dynamic Requirements

Ton Spil*, David Sundaram, Jochem Groen

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

Abstract

Obesity and diabetes are more common than ever. In particular, young adults aged 18–25 are becoming more susceptible to obesity through the abundance of fast food, the popularity of online gaming and other factors. This combination 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. Gamification could help greatly to actively change users’ behavior and thus, encouraging healthy lifestyles. Some current lifestyle apps use gamification methods such as goals or sometimes even achievements to some extent. 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 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. Main requirements are fivefold: lifestyle apps have to be fun and personalized; the social and mental health side of lifestyle apps are not well represented; lifestyle apps are too static; and last but not least all interviewees state that that they have to be easy to use.
Original languageEnglish
Title of host publicationTransfer, Diffusion and Adoption of Next-Generation Digital Technologies
Subtitle of host publicationIFIP WG 8.6 International Working Conference on Transfer and Diffusion of IT, TDIT 2023, Nagpur, India, December 15–16, 2023, Proceedings, Part III
EditorsSujeet K. Sharma, Yogesh K. Dwivedi, Bhimaraya Metri, Banita Lal, Amany Elbanna
Place of PublicationCham, Switzerland
PublisherSpringer Nature
Pages434-444
Number of pages11
ISBN (Electronic)978-3-031-50204-0
ISBN (Print)978-3-031-50203-3
DOIs
Publication statusPublished - 13 Dec 2023
EventIFIP WG 8.6 International Working Conference on Transfer and Diffusion of IT, TDIT 2023 - Nagpur, India
Duration: 15 Dec 202316 Dec 2023

Publication series

NameIFIP Advances in Information and Communication Technology
PublisherSpringer
Volume699
ISSN (Print)1868-4238
ISSN (Electronic)1868-422X

Conference

ConferenceIFIP WG 8.6 International Working Conference on Transfer and Diffusion of IT, TDIT 2023
Abbreviated titleTDID 2023
Country/TerritoryIndia
CityNagpur
Period15/12/2316/12/23

Keywords

  • NLA

Fingerprint

Dive into the research topics of 'Lifestyle Applications Dimensions Priorities and Features: The Social, Mental and Dynamic Requirements'. Together they form a unique fingerprint.

Cite this