ABSTRACT

The interaction of social, mobile, and cloud-computing combined with recent advances in self-sensing technology are creating new domains of personal monitoring and analytics in society. The practice of self-tracking is not a new phenomenon, people have long employed journaling, scales, thermometers, and biofeedback technology in order to monitor and measure personal states. Although the data measurement has a personal focus, there are a number of platforms enabling individuals to share information, engage in peer-to-peer activities, and compare their outcomes relative to others. The analysis of personal data stores is not limited to wellness, self-tracking has application wherever personal insight, goal pursuit, or performance enhancement is important. Gamification refers to a strategy of applying game design or game-like features to a non-game experience to drive user behavior. The purpose of gamifying an activity is to trigger engagement in the activity and build meaning around it to sustain it.