Workplace Wellness and Penn Medicine

Selected news for the healthcare topic - Workplace Wellness, and the hospital/health system - Penn Medicine We have 6 shared news items for this connection to-date.

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Date Headline (link) Source Relevant Snippet
10/30/2019 Adding Gamification to Wearables Provides The Biggest Fitness Gains ... and can gamification help to motivate users to exercise more regularly? That was the question posed by recent research from Penn Medicine and Deloitte. You may also like: Examining the Wearables Ecosystem The researchers combined ... physical activity. "Gamification and wearable devices are used commonly in workplace wellness programs and by digital health applications, but there is an opportunity to improve their impact on health behaviors by better incorporating behavioral insights ...
9/9/2019 Using a wearable device to exercise more? Add competition to improve results ... fun and competition can be the catalyst needed to drive real results, according to a new study from researchers at Penn Medicine and Deloitte Consulting LLP. The two teams combined behavioral insights, gaming elements such ... Internal Medicine . "Gamification and wearable devices are used commonly in workplace wellness programs and by digital health applications, but there is an opportunity to improve their impact on health behaviors by better incorporating behavioral insights ...
9/9/2019 Using a wearable device to exercise more? Add competition to improve results ... fun and competition can be the catalyst needed to drive real results, according to a new study from researchers at Penn Medicine and Deloitte Consulting LLP. The two teams combined behavioral insights, gaming elements such ... Internal Medicine . "Gamification and wearable devices are used commonly in workplace wellness programs and by digital health applications, but there is an opportunity to improve their impact on health behaviors by better incorporating behavioral insights ...
9/9/2019 Using a Wearable Device to Exercise More? Add Competition to Improve Results ... fun and competition can be the catalyst needed to drive real results, according to a new study from researchers at Penn Medicine and Deloitte Consulting LLP. The two teams combined behavioral insights, gaming elements such ... Internal Medicine . “Gamification and wearable devices are used commonly in workplace wellness programs and by digital health applications, but there is an opportunity to improve their impact on health behaviors by better incorporating behavioral insights ...
9/9/2019 Using a wearable device to exercise more? Add competition to improve results ... fun and competition can be the catalyst needed to drive real results, according to a new study from researchers at Penn Medicine and Deloitte Consulting LLP. The two teams combined behavioral insights, gaming elements such ... Internal Medicine . "Gamification and wearable devices are used commonly in workplace wellness programs and by digital health applications, but there is an opportunity to improve their impact on health behaviors by better incorporating behavioral insights ...
9/9/2019 Using a wearable device to exercise more? Add competition to improve results ... fun and competition can be the catalyst needed to drive real results, according to a new study from researchers at Penn Medicine and Deloitte Consulting LLP. The two teams combined behavioral insights, gaming elements such ... Internal Medicine ."Gamification and wearable devices are used commonly in workplace wellness programs and by digital health applications, but there is an opportunity to improve their impact on health behaviors by better incorporating behavioral insights ...