Please use this identifier to cite or link to this item: http://hdl.handle.net/10125/41595

The Adoption of Wearables for a Healthy Lifestyle: Can Gamification Help?

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Title: The Adoption of Wearables for a Healthy Lifestyle: Can Gamification Help?
Authors: Spil, Ton
Sunyaev, Ali
Thiebes, Scott
Van Baalen, Rolf
Keywords: Wearables
gamification
adoption
diffusion
e-health
Issue Date: 04 Jan 2017
Abstract: Wearables are a novel device category that promotes healthy lifestyles, providing consumers with unforeseen health monitoring capabilities. Gamification, on the other hand, is an intriguing phenomenon that seeks to motivate people by applying game design elements to non-gaming contexts like healthcare. While increasing literature is available on wearables in healthcare and gamification in healthcare, thus far, little attention has been paid to the combination of both concepts. In this paper we take a first step towards closing this gap by looking at how gamification of health apps can provide consumers with a motivating and enticing interaction concept to drive the adoption of wearables for a healthy lifestyle. Thereby, we apply a technological and consumer market lens and analyze rich data from 40 interviews and an online survey. Our results highlight that although people show high interest in wearables and gamification, their combined added value is still unknown among potential consumers. A practical contribution of this paper is that industry should make the functionality and relevance much more clear. Activity tracking and fitness & health functionality are perceived as most important by (potential) consumers. \ \
Pages/Duration: 10 pages
URI/DOI: http://hdl.handle.net/10125/41595
ISBN: 978-0-9981331-0-2
DOI: 10.24251/HICSS.2017.437
Rights: Attribution-NonCommercial-NoDerivatives 4.0 International
Appears in Collections:Mobile Apps and Wearables for Health Management, Analytics, and Decision Making Minitrack



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