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Call for Papers:Vol.11 Issue.3

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Title: :  PROMOTING FITNESS THROUGH GAMIFICTION
PaperId: :  20417
Published in:   International Journal Of Advance Research And Innovative Ideas In Education
Publisher:   IJARIIE
e-ISSN:   2395-4396
Volume/Issue:    Volume 9 Issue 3 2023
DUI:    16.0415/IJARIIE-20417
Licence: :   IJARIIE is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Author NameAuthor Institute
Koutuk Janardhan MogerDayananda Sagar Academy of Technoloy and Management
Chethan SDayananda Sagar Academy of Technoloy and Management
Ganashree NDayananda Sagar Academy of Technoloy and Management
Ganavi G SDayananda Sagar Academy of Technoloy and Management
Dr. J.T ThirukrishanDayananda Sagar Academy of Technoloy and Management

Abstract

Computer Science Engineering
Habitation, Artificial Intelligence, Machine Learning, Occupational health, Social Gamification, Exercise.
Social gamification programs is great to hear that your study found success in using social gamification to encourage and personal health and behavioral data must be protected healthy lifestyles in professional contexts. However, it's to prevent any negative impact on an employee's career important to address the issues of privacy and fairness 1 prospects. It's essential to balance privacy with when designing such programs . It's also promising transparency and engagement to create effective and engaging games in a corporate setting. Overall, these studies highlight the potential of technology and gamification in promoting healthier lifestyles in that the program was successful in helping half of the participants make lifestyle changes and received positive feedback from the majority of users. However, it's unfortunate that the program struggled with longterm user engagement due to the design choice of one way communication between employees and their physician in the interest of scalability. Moving forward, it may be beneficial to explore ways to improve long term engagement while still maintaining privacy and professional settings, but also emphasize the importance of addressing privacy and fairness concerns in their design and implementation. It's great to see that the gamification program was able to inspire individual employees to achieve their personal health goals. By involving an occupational physician in setting individual goals and providing ongoing support through digital communication, the program was able to create a more personalized and effective experience for employees. Using a point system for social competition among workers within the same company can also be an effective way to encourage healthy behaviors and create a sense of community and shared goals. By creating a friendly competition, employees can motivate and support each other in achieving their health goals. fairness. Perhaps implementing two-way communication between employees and their physician or of ering additional incentives could help to keep users engaged. Additionally, gathering feedback from users throughout the program's lifespan and using it to continuously improve the program could also help to increase engagement and success rates.

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IJARIIE Koutuk Janardhan Moger, Chethan S, Ganashree N, Ganavi G S, and Dr. J.T Thirukrishan. "PROMOTING FITNESS THROUGH GAMIFICTION" International Journal Of Advance Research And Innovative Ideas In Education Volume 9 Issue 3 2023 Page 2084-2090
MLA Koutuk Janardhan Moger, Chethan S, Ganashree N, Ganavi G S, and Dr. J.T Thirukrishan. "PROMOTING FITNESS THROUGH GAMIFICTION." International Journal Of Advance Research And Innovative Ideas In Education 9.3(2023) : 2084-2090.
APA Koutuk Janardhan Moger, Chethan S, Ganashree N, Ganavi G S, & Dr. J.T Thirukrishan. (2023). PROMOTING FITNESS THROUGH GAMIFICTION. International Journal Of Advance Research And Innovative Ideas In Education, 9(3), 2084-2090.
Chicago Koutuk Janardhan Moger, Chethan S, Ganashree N, Ganavi G S, and Dr. J.T Thirukrishan. "PROMOTING FITNESS THROUGH GAMIFICTION." International Journal Of Advance Research And Innovative Ideas In Education 9, no. 3 (2023) : 2084-2090.
Oxford Koutuk Janardhan Moger, Chethan S, Ganashree N, Ganavi G S, and Dr. J.T Thirukrishan. 'PROMOTING FITNESS THROUGH GAMIFICTION', International Journal Of Advance Research And Innovative Ideas In Education, vol. 9, no. 3, 2023, p. 2084-2090. Available from IJARIIE, https://ijariie.com/AdminUploadPdf/PROMOTING_FITNESS_THROUGH__GAMIFICTION_ijariie20417.pdf (Accessed : 10 July 2024).
Harvard Koutuk Janardhan Moger, Chethan S, Ganashree N, Ganavi G S, and Dr. J.T Thirukrishan. (2023) 'PROMOTING FITNESS THROUGH GAMIFICTION', International Journal Of Advance Research And Innovative Ideas In Education, 9(3), pp. 2084-2090IJARIIE [Online]. Available at: https://ijariie.com/AdminUploadPdf/PROMOTING_FITNESS_THROUGH__GAMIFICTION_ijariie20417.pdf (Accessed : 10 July 2024)
IEEE Koutuk Janardhan Moger, Chethan S, Ganashree N, Ganavi G S, and Dr. J.T Thirukrishan, "PROMOTING FITNESS THROUGH GAMIFICTION," International Journal Of Advance Research And Innovative Ideas In Education, vol. 9, no. 3, pp. 2084-2090, May-Jun 2023. [Online]. Available: https://ijariie.com/AdminUploadPdf/PROMOTING_FITNESS_THROUGH__GAMIFICTION_ijariie20417.pdf [Accessed : 10 July 2024].
Turabian Koutuk Janardhan Moger, Chethan S, Ganashree N, Ganavi G S, and Dr. J.T Thirukrishan. "PROMOTING FITNESS THROUGH GAMIFICTION." International Journal Of Advance Research And Innovative Ideas In Education [Online]. volume 9 number 3 (10 July 2024).
Vancouver Koutuk Janardhan Moger, Chethan S, Ganashree N, Ganavi G S, and Dr. J.T Thirukrishan. PROMOTING FITNESS THROUGH GAMIFICTION. International Journal Of Advance Research And Innovative Ideas In Education [Internet]. 2023 [Cited : 10 July 2024]; 9(3) : 2084-2090. Available from: https://ijariie.com/AdminUploadPdf/PROMOTING_FITNESS_THROUGH__GAMIFICTION_ijariie20417.pdf
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