2023
DOI: 10.3390/ejihpe13080103
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Positive and Negative Impacts of Gamification on the Fitness Industry

Fezile Ozdamli,
Fulbert Milrich

Abstract: Gamification features to motivate individuals to exercise have become a trend in the fitness sector that is gaining popularity. It is based on the idea that adding fun and competitive components to workout routines will inspire people to achieve their fitness objectives and maintain a healthy lifestyle. This research study attempts to analyze the literature that explores this concept of gamification in detail, and create a picture of how its implementation has changed fitness and healthy habits. This research … Show more

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Cited by 2 publications
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“…In fact, the number of gamified applications has recently skyrocketed (Koivisto & Hamari, 2019), and a growing number of scientific studies emerged (Keepers et al, 2022;Kocakoyun & Ozdamli, 2018). The concept of integrating game elements into non-game contexts (Deterding et al, 2011) has been proven effective in various facets of learning (Alsawaier, 2018;Antonaci et al, 2019;Chen & Liang, 2022;Dichev & Dicheva, 2017;Kaya & Ercag, 2023;Khoshnoodifar et al, 2023;Li et al, 2023;Ratinho & Martins, 2023;Sailer & Homner, 2020;Smiderle et al, 2020;Zainuddin et al, 2020), consumer engagement (Doğan-Südaş et al, 2023;García-Jurado et al, 2022;Hamari et al, 2014;Hsu, 2023;Sheetal et al, 2022;Tsou & Putra, 2023) and entertainment (Ozdamli & Milrich, 2023;Sailer et al, 2017;Schiele, 2018). While the majority of empirical evidence showed positive effects of gamification on student academic performance, Sharma et al (2024) affirm gamification's pervasive influence across business domains, which Aziz et al (2017) refer to as enterprise gamification.…”
Section: Introductionmentioning
confidence: 99%
“…In fact, the number of gamified applications has recently skyrocketed (Koivisto & Hamari, 2019), and a growing number of scientific studies emerged (Keepers et al, 2022;Kocakoyun & Ozdamli, 2018). The concept of integrating game elements into non-game contexts (Deterding et al, 2011) has been proven effective in various facets of learning (Alsawaier, 2018;Antonaci et al, 2019;Chen & Liang, 2022;Dichev & Dicheva, 2017;Kaya & Ercag, 2023;Khoshnoodifar et al, 2023;Li et al, 2023;Ratinho & Martins, 2023;Sailer & Homner, 2020;Smiderle et al, 2020;Zainuddin et al, 2020), consumer engagement (Doğan-Südaş et al, 2023;García-Jurado et al, 2022;Hamari et al, 2014;Hsu, 2023;Sheetal et al, 2022;Tsou & Putra, 2023) and entertainment (Ozdamli & Milrich, 2023;Sailer et al, 2017;Schiele, 2018). While the majority of empirical evidence showed positive effects of gamification on student academic performance, Sharma et al (2024) affirm gamification's pervasive influence across business domains, which Aziz et al (2017) refer to as enterprise gamification.…”
Section: Introductionmentioning
confidence: 99%