A Review of Gamified Fitness Tracker Apps and Future Directions

Aatish Neupane, Derek Hansen, Anud Sharma, Jerry Alan Fails, Bikalpa Neupane, Jeremy Beutler

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

13 Scopus citations

Abstract

This review examines 103 existing gamified fitness tracker apps in the Apple App Store and Google Play Store that motivate users to walk more. We consider different types of game elements in these mobile app games and show how they cluster into different game genres. We found co-occurrences of various game elements including Competition, Challenges, and Social Influence. Social features played a central role in nearly every type of gamified fitness tracker app, where a sub-category of games with real-world incentives emerged. Content and network analysis are used to suggest new areas of the design space that are unexplored, but potentially fruitful, such as plot-based collaborative games.

Original languageEnglish
Title of host publicationCHI PLAY 2020 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play
Pages522-533
Number of pages12
ISBN (Electronic)9781450380744
DOIs
StatePublished - 2 Nov 2020
Event7th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2020 - Virtual, Online, Canada
Duration: 2 Nov 20204 Nov 2020

Publication series

NameCHI PLAY 2020 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play

Conference

Conference7th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2020
Country/TerritoryCanada
CityVirtual, Online
Period2/11/204/11/20

Keywords

  • activity tracker
  • exergames
  • fitness apps
  • fitness tracker
  • game
  • gamification
  • step counter games

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