The surge in “smartphone ownership” has
fashioned a foundation for fitness
apps that can assist individuals in improving their health and stamina, by
increasing motivation
for physical
exercise
using gamification principles and
wearables. However, the retention rate of such apps is low in comparison
with other types of apps. In this dissertation, a review of most popular fitness
mobile apps was conducted and a comparison of different gamification
techniques was
made. The findings showed that most fitness apps are
complex to use, have too many features and do not provide enough
motivation. To address some of the above shortcomings a fitness application
was developed, which is simple, connects to a wearable and uses levels and
avatars to increase motivation. The application was evaluated by a group of
volunteers
with quite positive results
. The results showed that the developed
application can be further improved in the future.
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