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Universal Journal of Public Health Vol. 13(5), pp. 1109 - 1120
DOI: 10.13189/ujph.2025.130503
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The Impact of Gamification of Physical Activity Levels on Young Adults' Well-Being


Aoran Li , Chai Ian , Kok-Why Ng *
Faculty of Computing and Informatics, Multimedia University, 63100 Cyberjaya, Selangor, Malaysia

ABSTRACT

Background: Physical activity is declining internationally, and more individuals are becoming apathetic, which is connected with several unfavourable health effects. Gamification appears to be a viable tactic for increasing engagement in physical activity treatments to counter this tendency. The review looks at related behavioural and psychological effects as well as how gamified systems affect the encouragement of physical exercise. Methods: Numerous research on adult participants that has been published in peer-reviewed English-language journals within the past five years is included in the investigation. The analysis provides the most advanced overview of gamification and physical activity by incorporating several important factors, such as the types of physical activity determined, the gamification systems used, the motivational elements involved, and the behavioural and psychological outcomes of young adults in China. Results: The findings have reflected how the incorporation of gamified applications for physical activities has a positive impact on physical activity development among young adults. Young adults are capable of taking the benefits of such gamified physical activity systems as a part of their daily life that has a significant impact on their well-being. It provides benefits to them in terms of physical health as well as having a certain impact on the mental health. Conclusions: Gamification can be considered as a novel strategy that influences the wellbeing of young adults. Personalized gamification strategies influence the adoption of physical activities among individuals while improving their motivation towards such engagement. Hence, the incorporation of such practices can result in enhancing the physical well-being of Chinese youth.

KEYWORDS
Gamification, Motivation, Self-Efficacy, Physical Activity, Technological Tools

Cite This Paper in IEEE or APA Citation Styles
(a). IEEE Format:
[1] Aoran Li , Chai Ian , Kok-Why Ng , "The Impact of Gamification of Physical Activity Levels on Young Adults' Well-Being," Universal Journal of Public Health, Vol. 13, No. 5, pp. 1109 - 1120, 2025. DOI: 10.13189/ujph.2025.130503.

(b). APA Format:
Aoran Li , Chai Ian , Kok-Why Ng (2025). The Impact of Gamification of Physical Activity Levels on Young Adults' Well-Being. Universal Journal of Public Health, 13(5), 1109 - 1120. DOI: 10.13189/ujph.2025.130503.