Internet of Things Technologies for HealthCare. Third International Conference, HealthyIoT 2016, Västerås, Sweden, October 18-19, 2016, Revised Selected Papers

Research Article

BitRun: Gamification of Health Data from Fitbit® Activity Trackers

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  • @INPROCEEDINGS{10.1007/978-3-319-51234-1_12,
        author={Rachel Gawley and Carley Morrow and Herman Chan and Richard Lindsay},
        title={BitRun: Gamification of Health Data from Fitbit® Activity Trackers},
        proceedings={Internet of Things Technologies for HealthCare. Third International Conference, HealthyIoT 2016, V\aa{}ster\ae{}s, Sweden, October 18-19, 2016, Revised Selected Papers},
        proceedings_a={HEALTHYIOT},
        year={2017},
        month={1},
        keywords={Wearables Gamification Activity trackers Fitbit® Quantified self Games mHealth},
        doi={10.1007/978-3-319-51234-1_12}
    }
    
  • Rachel Gawley
    Carley Morrow
    Herman Chan
    Richard Lindsay
    Year: 2017
    BitRun: Gamification of Health Data from Fitbit® Activity Trackers
    HEALTHYIOT
    Springer
    DOI: 10.1007/978-3-319-51234-1_12
Rachel Gawley1,*, Carley Morrow1,*, Herman Chan1,*, Richard Lindsay1,*
  • 1: AppAttic Ltd.
*Contact email: rachel@appattic.co.uk, carley@appattic.co.uk, herman@appattic.co.uk, richard@appattic.co.uk

Abstract

This paper presents a mobile game, BitRun that is designed to interact with Fitbit® data in the generation of the game terrain of an endless runner mobile app. By authorizing the game to interact with their Fitbit® data, a user experiences unique and personalized gameplay based on their daily activity. The aim is to use real-game mechanics to encourage users to stay engaged with their activity trackers and subsequently create positive behavior change by rewarding the user in the game for an increase their activity.