Master's Theses or Doctor of Nursing Practice

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

Rights

© The Author


Included in

Kinesiology Commons

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