Department
Health and Human Performance
Degree Name
Master of Science (MS)
Abstract
Physical activity is a significant problem facing the United States, which can be associated with several negative health outcomes. Poor physical health and poor mental well-being are two outcomes that are often examined by researchers alongside reported physical activity. With the introduction of more advanced technology, interventions such as gamification can be made widely available to diverse groups. Gamification is the use of game-like elements in non-game environments, such as physical activity and health improvement. To determine if gamification has an association with the domains of physical activity, mental well-being, and physical health, this study employed a cross-sectional mixed methods survey to gather data on gamification use and the previously mentioned domains to a rural Kansas community. Seventy-five responses were analyzed, with an average participant age of 21.55 ± 7.05. A correlation matrix reveals that gamification use had a significant positive correlation with physical activity duration. This thesis ultimately serves as a steppingstone to further investigate if and to what extent specific components of gamification function to increase physical activity.
Keywords
video games, physical activity, mental well-being, wemwbs, behavior change
Advisor
Dr. Jessica Phelan
Date of Award
Spring 2026
Document Type
Thesis
Recommended Citation
Mesa, Derek D., "I Want to be the Very Best: Are Gamified Applications Like Pokémon Go Associated with Positive Health Outcomes?" (2026). Master's Theses or Doctor of Nursing Practice. 3319.
DOI: 10.58809/WRMM5531
Available at:
https://scholars.fhsu.edu/theses/3319
Rights
© The Author