the gamification of health and weight loss in the united states
TRANSCRIPT
The Gamification of Health andWeight Loss in the United States
As a fulfillment requirement of The Gamification 2 (Expert) Certification Level for engagementalliance.org
In 2010 over 28% of the overall population of the United States was considered obese. Since then, 36% of men and women are now obese, with men at 74% either obese or overweight.
At the current rate, the average obesity rate in the United States is expected to rise above 50% by 2030 and with almost all states above 40% (Hawaii in the 30-40% range) Source: Finklestein, EA, et al (2012) “Obesity and severe obesity forecasts through 2030” American Journal of Preventative Medicine 42(6) 563-570
Almost all diet and anti-obesity plans have failed... this includes those run by various governments...
This has left people frustrated...
...and wanting help!
A Better Solution... A Better Solution... The Gamification Way....The Gamification Way....
Solution 1: Leaderboards
Competition can be set up in states, cities and/or communities... Each with their own leaderboard as well...
The Biggest Loser is an example of a community leaderboard basedon the amount of weight lost
With Community-basedleaderboards, peoplethat come together ina common causetend to be moresuccessful then whenalone...
And there is muchmore support...
Solution 2: Gamification App
A gamification app can both measure points and send triggers to get the participant to take action. Then each action will be rewarded. This helps to create a new habit. Using the power of 3, no more than 3 habits should be worked on and more likely, one at a time is key.
Eventually, the new health habit will be set on autopilot...
Solution 3 – Family Board Game
A Healthy Lifestyle starts at home and family games are a great way to help in that solution...
It's important to attach the game playing with the board game to a physical action to create a habit
All solutions should be fun and challenging... this helps keep engagement in the game going which leads to progress in getting healthy, losing weight and having a better quality life...
Feedback for each participant is important.....
Most important of all is social support... This is especially true regarding weight loss... While there will be leaderboards, apps and board games, each will have some level of social support built-in... Whether virtual or in-person
From Bob Choat and presented the Gamification Level 2 Certification....