Gamification and New Technologies to Promote Healthy Lifestyles and Its Role in Creative Industries

  • Borja Sañudo-Corrales
  • Antonio J. Sánchez-Oliver
  • María de la Cruz del Río-RamaEmail author
Part of the Innovation, Technology, and Knowledge Management book series (ITKM)


The aim of the current study was to develop a mobile application implementing gamification design principles to promote healthy lifestyles and enhance overall wellbeing as a possible health strategy in the workplace for creative industries. GameMyHealth is a mobile application (App) designed to help users record and monitor lifestyle-related outcomes. By using associated wearable sensors, the information relating to users’ eating (Food Frequency Questionnaire) and activity habits can be recorded (e.g., number of steps, sleep, energy consumption). Therefore, by means of the implementation of gamification mechanics, badges, classification tables, points and levels, challenges and quests, as well as social engagement, were provided. For example, meeting activity or nutrition goals (e.g., greater number of individual steps (ten points); photo eating seasonal fruit (ten points)) can attain badges. Then a classification table will dynamically rank individual/group user progress and achievements as compared to their peers. Challenges are updated daily to provide the user options to keep them motivated, furthermore, “lifestyle quests” are also provided.


Gamification Mobile applications Wearable technologies Healthy lifestyles Creative industries 


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Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  • Borja Sañudo-Corrales
    • 1
  • Antonio J. Sánchez-Oliver
    • 2
  • María de la Cruz del Río-Rama
    • 3
    Email author
  1. 1.Department of Physical Education and SportUniversity of SevilleSevillaSpain
  2. 2.Department of Sports and Computer SciencesUniversity of SevilleSevillaSpain
  3. 3.Department of Business Organisation and MarketingUniversity of VigoOurenseSpain

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