Publication Type : Conference Proceedings
Publisher : IEEE
Source : International Conference on Smart Systems and Inventive Technology (ICSSIT)
Url : https://ieeexplore.ieee.org/abstract/document/9716318
Campus : Coimbatore
School : School of Engineering
Center : TIFAC CORE in Cyber Security
Year : 2022
Abstract : Gamification is said to have various advantages over traditional technology and health games for stimulating behavior change for health and well-being. We often get stuck in our busy schedules, that we don't have time to oversee our routine health and habits. Our habit-building and productivity web app helps the user to stay mindful and accountable for the goals they have set. An effective alternative to traditional habit tracking tools, developed with gamification features. Gamification is the application of game elements to non-game environments in order to engage the audience and inject enthusiasm into mundane activities while also providing motivational and cognitive benefits. This web application presents the users with real-life scenarios, situations, and challenges that offer interesting game-play, making goal development and tracking much more effective and motivating than traditional quizzes and tests. Some take-away features of this app are: Multiple habit tracker, In-app calendar, Streak counter; Customized dashboard and goal screen; Graphs and report tracking; element. Providing an easy navigation with no pre-requisite skills needed makes it appealing to users. Anxiety disorders and well-being were the most frequently observed mental health and well-being domains, while conduct disorder and bipolar disorders were the least frequently noticed. The rationale for using gamification to improve mental health and well-being was identified in 59 percent (41/70) of the studies, and it was roughly divided into two themes: (1) encouraging engagement and (2) enhancing an intervention's desired effects. The proposed work improves the accuracy of prediction with the help of binary based classification method.
Cite this Research Publication : R Gowthamani, KSK Rani, MI Priyadharshini, M Rohini, G Ebenezer, Web Based Application for Healthy Habit Development Through Gamification with ML, 2022 4th International Conference on Smart Systems and Inventive Technology (ICSSIT), 2022.