Journal title SOCIOLOGIA DELLA COMUNICAZIONE
Author/s Marco Centorrino, Cristiana Ferrigno
Publishing Year 2024 Issue 2023/66
Language Italian Pages 19 P. 131-149 File size 350 KB
DOI 10.3280/SC2023-066008
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The aim of the present study is to investigate the logic according to which health and fitness apps are structured, by focusing in particular on the princi-ple of “gamification” which is increasingly characterizing the digital world. The analysis is grounded on the idea that the gamification process is based on several elements which are typical of video game culture. In especially deli-cate areas such as those connected to the human body, this can foster virtuous behaviours, but also subject users to intense competitions without considering the irreversible consequences these may have – in ways similar to what hap-pens in a video game. By conducting this research, the most popular apps are examined to understand what kinds of models they promote.
Keywords: health and fitness app, gamification, empowerment, videogame universe, body, quantified self.
Marco Centorrino, Cristiana Ferrigno, La salute è un (video)gioco? La gamification delle app per health e fitness in "SOCIOLOGIA DELLA COMUNICAZIONE " 66/2023, pp 131-149, DOI: 10.3280/SC2023-066008