Please use this identifier to cite or link to this item: http://hdl.handle.net/11718/27881
Title: The potential of wearable technologies in the gamification of fitness experience
Authors: Bhatheja, Gautam
Kiran, T Prithvi
Keywords: Wearable technology - Health aspects;Gamification - Psychological aspects;Physical fitness -Technological innovations
Issue Date: 1-Jan-2023
Publisher: Indian Institute of Management Ahmedabad
Abstract: This project attempts to gauge the potential of wearable technologies in the gamification of fitness experiences. To do this, we examined the intersection of wearable devices, fitness features, and gamification to understand how a user's fitness experience can be enhanced to make it more enjoyable, while also helping them stick to their fitness regimes. The motivation behind the project stemmed from the growing concern over lifestyle diseases in India (Lifestyle Diseases in India, 2018). Many of these diseases can be prevented or managed through regular exercise. However, it was observed that despite people's general interest in fitness, the experience of working out is often boring, repetitive, effort-intensive, and slow to show results. These factors make it difficult for individuals to stay consistent with their exercise routines, leading to a lack of motivation. A promising approach to address this problem lies in the gamification of fitness. Gamification refers to integrating game-like elements into non-game contexts to make tasks more engaging and fun (Melnyck, 2018). Our research indicates that smartwatches, smart eyewear (AR/VR headsets), and smart rings are the most likely wearable technologies that users are willing to adopt if they offer gamified experiences. Key motivators identified include: Competition Social interaction Reward systems These elements significantly enhance user engagement and motivation. Users indicated they would be willing to pay approximately 35% more for wearable devices that include advanced gamified features. Limitations of the study include potential sample bias, as many respondents were already smartwatch users. Also, since gamification in fitness is still emerging, not all users are familiar with or relate it to their current lifestyles. Scope for future research includes expanding the study to a more diverse population and developing a prototype of the gamified model to test user reactions more accurately. This project provided valuable insights into the future of fitness tech, user behavior, and the end-to-end research process involved in product ideation and consumer analysis.
Description: This project attempts to gauge the potential of wearable technologies in the gamification of fitness experiences. To do this, we examined the intersection of wearable devices, fitness features, and gamification to understand how a user's fitness experience can be enhanced to make it more enjoyable, while also helping them stick to their fitness regimes. The motivation behind the project stemmed from the growing concern over lifestyle diseases in India (Lifestyle Diseases in India, 2018). Many of these diseases can be prevented or managed through regular exercise. However, it was observed that despite people's general interest in fitness, the experience of working out is often boring, repetitive, effort-intensive, and slow to show results. These factors make it difficult for individuals to stay consistent with their exercise routines, leading to a lack of motivation. A promising approach to address this problem lies in the gamification of fitness. Gamification refers to integrating game-like elements into non-game contexts to make tasks more engaging and fun (Melnyck, 2018). Our research indicates that smartwatches, smart eyewear (AR/VR headsets), and smart rings are the most likely wearable technologies that users are willing to adopt if they offer gamified experiences. Key motivators identified include: Competition Social interaction Reward systems These elements significantly enhance user engagement and motivation. Users indicated they would be willing to pay approximately 35% more for wearable devices that include advanced gamified features. Limitations of the study include potential sample bias, as many respondents were already smartwatch users. Also, since gamification in fitness is still emerging, not all users are familiar with or relate it to their current lifestyles. Scope for future research includes expanding the study to a more diverse population and developing a prototype of the gamified model to test user reactions more accurately. This project provided valuable insights into the future of fitness tech, user behavior, and the end-to-end research process involved in product ideation and consumer analysis.
URI: http://hdl.handle.net/11718/27881
Appears in Collections:Student Projects

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