Abstract

The present study aims to examine how gamification will function in physical activity applications. Because of the stoppage of exercise centers during the epidemic of diseases like COVID-19, which caused a global crisis, and because lack of physical activity is becoming a serious health problem around the world, the present research examines how exercise applications may be used to keep users active in non- exercises contexts. The present study aims to identify the components of gamification on user attraction, involvement, and flow. The gathered data were examined using the content analysis technique, which was used to collect data using the qualitative research method. Finally, a model was constructed that can be used to create and build exercise applications. Narration, feedback, level, progress boards, and other components have been identified, and team building and sharing, as well as the social aspect of applications, have been presented and enhanced, and different aspects have been added to applications, as well as the dynamics and mechanics that affect them. Designers and developers of gamified exercises and health applications will benefit from this article. At present, many special centers for juvenile delinquency use physical activity and sports programs in order to control, prevent and correct delinquency. Sports and physical activities, as one of the important leisure activities, is considered one of the important forms of social control and has educational goals as well.

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