Literature DB >> 26944611

Understanding persuasion contexts in health gamification: A systematic analysis of gamified health behavior change support systems literature.

Tuomas Alahäivälä1, Harri Oinas-Kukkonen2.   

Abstract

BACKGROUND: Gamification is increasingly used as a design strategy when developing behavior change support systems in the healthcare domain. It is commonly agreed that understanding the contextual factors is critical for successful gamification, but systematic analyses of the persuasive contexts have been lacking so far within gamified health intervention studies. OBJECTIVES AND METHODS: Through a persuasion context analysis of the gamified health behavior change support systems (hBCSSs) literature, we inspect how the contextual factors have been addressed in the prior gamified health BCSS studies. The implications of this study are to provide the practitioners and researchers examples of how to conduct a systematic analysis to help guide the design and research on gamified health BCSSs. The ideas derived from the analysis of the included studies will help identify potential pitfalls and shortcomings in both the research and implementations of gamified health behavior change support systems.
RESULTS: We systematically analyzed the persuasion contexts of 15 gamified health intervention studies. According to our results, gamified hBCSSs are implemented under different facets of lifestyle change and treatments compliance, and use a multitude of technologies and methods. We present a set of ideas and concepts to help improve endeavors in studying gamified health intervention through comprehensive understanding of the persuasive contextual factors.
CONCLUSIONS: Future research on gamified hBCSSs should systematically compare the different combinations of contextual factors, related theories, chosen gamification strategies, and the study of outcomes to help understand how to achieve the most efficient use of gamification on the different aspects of healthcare. Analyzing the persuasion context is essential to achieve this. With the attained knowledge, those planning health interventions can choose the 'tried-and-tested' approaches for each particular situation, rather than develop solutions in an ad-hoc manner.
Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.

Keywords:  Behavior change support systems; Gamification; Health; Persuasive technology; Serious games; e-health

Mesh:

Year:  2016        PMID: 26944611     DOI: 10.1016/j.ijmedinf.2016.02.006

Source DB:  PubMed          Journal:  Int J Med Inform        ISSN: 1386-5056            Impact factor:   4.046


  15 in total

1.  Using Persuasive Technology to Increase Physical Activity in People With Chronic Obstructive Pulmonary Disease by Encouraging Regular Walking: A Mixed-Methods Study Exploring Opinions and Preferences.

Authors:  Yvonne Kiera Bartlett; Thomas L Webb; Mark S Hawley
Journal:  J Med Internet Res       Date:  2017-04-20       Impact factor: 5.428

2.  A systematic literature review of simulation models for non-technical skill training in healthcare logistics.

Authors:  Chen Zhang; Thomas Grandits; Karin Pukk Härenstam; Jannicke Baalsrud Hauge; Sebastiaan Meijer
Journal:  Adv Simul (Lond)       Date:  2018-07-27

3.  A Gamification-Based Intervention Program that Encourages Physical Activity Improves Cardiorespiratory Fitness of College Students: 'The Matrix rEFvolution Program'.

Authors:  Jose Mora-Gonzalez; Isaac J Pérez-López; Irene Esteban-Cornejo; Manuel Delgado-Fernández
Journal:  Int J Environ Res Public Health       Date:  2020-01-30       Impact factor: 3.390

4.  Feasibility of an Interactive Patient Portal for Monitoring Physical Activity, Remote Symptom Reporting, and Patient Education in Oncology: Qualitative Study.

Authors:  Michael Marthick; Anna Janssen; Birinder S Cheema; Jennifer Alison; Tim Shaw; Haryana Dhillon
Journal:  JMIR Cancer       Date:  2019-11-28

5.  Archetypes of Gamification: Analysis of mHealth Apps.

Authors:  Manuel Schmidt-Kraepelin; Philipp A Toussaint; Scott Thiebes; Juho Hamari; Ali Sunyaev
Journal:  JMIR Mhealth Uhealth       Date:  2020-10-19       Impact factor: 4.773

6.  Gamifying quantitative face-to-face interviews in rural India: An empirical evaluation based on the basic psychological needs theory.

Authors:  Alice H Aubert; Max N D Friedrich
Journal:  PLoS One       Date:  2021-01-28       Impact factor: 3.240

7.  Game Experience and Learning Effects of a Scoring-Based Mechanic for Logistical Aspects of Pediatric Emergency Medicine: Development and Feasibility Study.

Authors:  Cevin Zhang; Jannicke Baalsrud Hauge; Karin Pukk Härenstam; Sebastiaan Meijer
Journal:  JMIR Serious Games       Date:  2021-03-11       Impact factor: 4.143

Review 8.  Gamification for health and wellbeing: A systematic review of the literature.

Authors:  Daniel Johnson; Sebastian Deterding; Kerri-Ann Kuhn; Aleksandra Staneva; Stoyan Stoyanov; Leanne Hides
Journal:  Internet Interv       Date:  2016-11-02

9.  3MD for Chronic Conditions, a Model for Motivational mHealth Design: Embedded Case Study.

Authors:  Guido Giunti
Journal:  JMIR Serious Games       Date:  2018-08-24       Impact factor: 4.143

10.  Incorporating Behavioral Trigger Messages Into a Mobile Health App for Chronic Disease Management: Randomized Clinical Feasibility Trial in Diabetes.

Authors:  Scott Sittig; Jing Wang; Sriram Iyengar; Sahiti Myneni; Amy Franklin
Journal:  JMIR Mhealth Uhealth       Date:  2020-03-16       Impact factor: 4.773

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