Gamified Self
Gamified self has many dimensions, one of which is self-tracking. It is an activity in which a person collects and reflects on their personal information over time. Digital tools such as pedometers, GPS-enabled mobile applications, and number-crunching websites increasingly facilitate this practice. The collection of personal information is now a commonplace activity as a result of connected devices and the Internet. Tracking is integrated into so many digital services and devices; it is more or less unavoidable. Self-tracking engages with new technology to put the power of self-improvement and self-knowledge into people's own hands by bringing game dynamics to non-game contexts. The purpose of this chapter's research is to move towards a better understanding of how self-tracking can (and will) grow in the consumer market. An online survey was conducted and results indicate that perceptions of ease of use and enjoyment of tracking tools are less influential to technology acceptance than perceptions of usefulness. Implications and future research directions are presented.