The Gamification of Health and Weight Loss in the United States
1. The Gamification of Health and
Weight Loss in the United States
As a fulfillment requirement of The Gamification 2 (Expert)
Certification Level for engagementalliance.org
2. 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.
3. 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
4. Almost all diet and anti-obesity plans have failed... this
includes those run by various governments...
5. This has left people
frustrated...
...and wanting help!
6. A Better Solution...A Better Solution...
The Gamification Way....The Gamification Way....
12. 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.
15. A Healthy Lifestyle starts at home
and family games are a great way to
help in that solution...
16. It's important to attach the game
playing with the board game to a
physical action to create a habit
17. 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...
19. 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
20. From Bob Choat and presented the Gamification Level 2 Certification....