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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.

Keywords
Wearables Gamification Activity trackers Fitbit® Quantified self Games mHealth
Published
2017-01-20
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-319-51234-1_12
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