Here at team BeUpstanding we are always looking for new ways to support workers to sit less and move more. You may have already read some previous blogs on this subject, like this article on mobile apps. In this next part of the blog series, Duncan Robertson, a final year UQ Bachelor of Health Science student, explores how gamification may be used to support behaviour change in the workplace. Read about his findings below. Diving into the literature To build a greater understanding of how gamification in the workplace works I took a deep dive into the literature. From thousands of results, 42 pieces of literature with value were found across nine databases, ranging from peer reviewed academic papers to grey literature, such as blog articles and opinion pieces. These were categorised into a table and colour coded based on the usefulness of each paper with green being most useful, yellow as average, red as not so much and grey aptly being used to designate any grey literature included. The search mainly focused on the term’s ‘gamification’, ‘workplace’ and ‘physical activity’. Several variations of aforementioned search terms were used to find specific points of data including ‘sedentary behaviour’ ‘usefulness’, ‘effectiveness’,…