Even if you have never heard of Gamification before, it is likely that you have used it. Although it is not a commonly used and known term, it can be used in your everyday life.
Gamification is the use of gaming designs and elements in non gaming settings to help a user discover their inner motivation and obligations with the result of being rewarded. This can create a short/long term gain and/or change. (Nicholson S 2015, p. 19-20)
Johnson et al. affirms that if an individual employs the use of gamification, it can appease psychological needs such as the sense of accomplishment. Therefore, improving behaviours which if using an application for your health this could advance health based behaviour. However, it is also proclaimed in their text that the behaviours and motivators that are desired, could be intrinsic within the individual thus, it can be more up to the individual to intrinsically improve their health behaviours. Hence why gamification can be used as a persuasive technology that assert extrinsic motivators that generate reward and defuse the intrinsic habits. (Johnson et al., 2016 p. 90-91)
Health is such a universal topic and there are many organisations whose sole purpose is to improve health worldwide. In order to do this many organisations and businesses have created applications. In these applications they allow people worldwide to improve their health and wellbeing in many different ways that can meet the needs of society.
Drinking water is vital for our health, in order for bodily functions and systems to occur and be maintained. As Kristen Smith asserts, it is vital to consume an adequate intake of water to assure that your body can function efficiently by the ingestion of the water and absorb the nutrients. (Smith K 2017, pg2)
While we are in isolation it’s hard to keep track of what day it is, little known if we are drinking enough water or not! I’m not sure about you but while I sit at my desk for various days in a row my subconscious voice tells me to eat more (when I wish it told me to drink water) while I stare I wonder why I have a beaming headache – probably because I haven’t had a drink all day!
After researching for a bit, I asked my friends on twitter if applications have helped them, unfortunately the percentage of the poll for that option was very low. Despite this I thought I’d give an application that can assist me a go.
I downloaded and read the reviews about an application that supposedly helped me to drink my goal amount called “Waterlogged” however, I seemed this application to be ineffective as it didn’t remind me to drink water, it only had the amount of how much I needed to drink at the top of the app, and once you had water the bottle would fill up you would get a level up and get a larger amount to drink the next day. Overall, there wasn’t enough gamification that can create motivation within the application to alter my intrinsic behaviours.
This made me frustrated as I was really aiming to find an app that would satisfy my need for a little bit more excitement and reward – the thrill that gamification can give. After doing my research, I downloaded “Plant Nanny 2” and straight away it appealed to the gamification fix I was desiring. It is an interactive application that allowed me to adequately measure and know how much I was drinking. Every time I drank and met my daily requirements my idolised plant would grow. With this came reward, as you received coins to buy items and modify your plant such as a nicer pot for your plant etc. ultimately using this application creates a sense of accomplishment for me and ensures I drink enough water at the same time!
Below I have documented my use of the application “Plant Nanny 2” and how it has worked for me and my daily drinking:
Thank you for taking time to read my blog and watch my video.
Ella Smith
REFERENCES
Johnson, Daniel, Deterding, Sebastian, Kuhn, Kerri-Ann, Staneva, Aleksandra, Stoyanov, Stoyan & Hides, Leanne 2016, ‘Gamification for health and wellbeing: A systematic review of the literature’, Internet Interventions, vol. 6, November 2016, pp. 90-1. [ACCESSED 24TH APRIL 2020]
Nicholson S. (2015) A RECIPE for Meaningful Gamification. In: Reiners T., Wood L. (eds) Gamification in Education and Business. Springer, Cham [ACCESSED 24TH APRIL 2020]
Smith K. (2019) Sugar Alcohols; Benefits of Drinking Water with Meals and Snacks, Environmental Nutrition [ACCESSED 23RD APRIL 2020]
Rotter J. (2019) Drink more water with the ‘Plant Nanny2’ hydration app, https://download.cnet.com/news/drink-more-water-with-the-plant-nanny2-hydration-app/ [ACCESSED 21 APRIL 2020]
The screen recording in my video: PlantNanny2 (FOURDESIRE CO, LTD 2018)
(All gifs have been referenced under the gif)













