| Literature DB >> 28592397 |
Alexandra Hoffmann1, Corinna A Christmann1, Gabriele Bleser1.
Abstract
BACKGROUND: In today's society, stress is more and more often a cause of disease. This makes stress management an important target of behavior change programs. Gamification has been suggested as one way to support health behavior change. However, it remains unclear to which extend available gamification techniques are integrated in stress management apps, and if their occurrence is linked to the use of elements from behavior change theory.Entities:
Keywords: app; behavior change; game element; gamification; mHealth, motivation
Year: 2017 PMID: 28592397 PMCID: PMC5480012 DOI: 10.2196/games.7216
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Taxonomy of 17 gamification techniques.
| Technique | Definition | |
| Marketplace and economies | Offering a virtual currency that establishes an economy in which the user may trade, purchase, auction, receive a salary, and so on as he or she would in real life economy. | |
| Digital rewards | Include, for example, badges (signal status, aesthetic value), game currency, points, and resources or property (experience points, health, houses); virtual goods (objects, food), powers or abilities (increase as the player progresses), add to record of achievements and validation (marks of approval from others). | |
| Real world prizes | Include, for example, deals or discounts (similar to a loyalty program), financial prizes (cash prize, voucher), goods or services (tote bag, free massage, car, parking spaces, health savings account contributions, insurance contributions), time (time saved, vacation or time off), and lottery or draw or bet for any of the above. | |
| Avatar | Ability to represent oneself through a virtual character within the media and excerpt precise control over that representation. | |
| Agent | A virtual character that does not represent oneself and provides instructions or support (eg, social support). | |
| Competition | Competition with other players or between teams to achieve new levels, ranks, reputations through winning challenges, selling digital rewards, building spaces, creating materials, and so on, that are restricted by rules, which are either provided by the program, or user-generated and apply to everyone. | |
| Teams | Program involves multiple players, who interact and form relationships that allow for collaborative achievements (eg, guilds, multiplayer modes). | |
| Parallel communication systems | Allow for interaction with other players via different channels (eg, private, public) through headsets, text, email, and so on within the application. | |
| Social pressure | Competitions within or between teams that give the user the feeling he or she has to take part in events (eg, a quest) in order to avoid social consequences. The user is pressured to perform in order to be invited to a further raid or quest or event; feels he or she is needed and, therefore, does not want to let other users down. | |
| Feedback | Text or spoken language, visual or auditory feedback that is either temporary or constant and evaluates the user’s performance in relation to a set standard or other’s performance. | |
| Levels | Levels provide information on the stage of the game. Usually a specific number of points or experience is required in order to reach the next level. New levels can be shown through, for example, differences in optical design, rise in rewards, and increase in difficulty. | |
| Secondary game objectives | Optional aspects or layers or challenges or secondary goals of play (find as many treasures vs complete as soon as possible) that reward the player upon completion or simply exist for their own sake. | |
| Ranks of achievement | Measurement of character development with regards to position and value of a player or player’s avatar in the program community. | |
| Leaderboards | The purpose of a leaderboard is to make simple comparisons by displaying players at the same or different levels, ranked by proximity and recency to oneself. They can be based on player feedback, scores, and promotion. | |
| Time pressure | Time limits set for completion of tasks or the duration of the usability of specific skills, occurrences, and objects (excluding countdowns on videos and audios). | |
| Narrative context | Back stories that guide the action and help to organize character roles, rewards, and group action. | |
| 3-Da environments | Rendering 3-D graphical models of physical properties that parallel those in the real world, on a 2-dimensional screen. | |
a3-D: three-dimensional.
Taxonomy of 8 additional aspects.
| Item | Definition |
| Connection to social network | The app itself provides a connection to a social network (eg, Facebook, Twitter) |
| Advertisement | Pop-up or stationary advertisements are shown within the app |
| Registration or account | Registration is required in order to use the app or some functions of the app |
| Pure e-booka | The app consists only of text that may or may not be divided into different chapters |
| Test version | Payment or download of a full version is necessary to receive access to some features of the app |
| Internet connection necessary | The app only opens when an Internet connection is available |
| External links to other websites | Websites are linked in the app, or videos or audios only play with an Internet connection |
| Wearable | The app can also be used with a wearable device |
ae-book: electronic book.
Figure 1Levels and criteria for inclusion of identified apps.
Figure 2Outline of the overall study procedure.
Figure 3Frequencies of the 17 gamification techniques included in the apps. Techniques were scored according to the previously introduced taxonomy of gamification techniques (see Methods subsection Evaluation).
Figure 4Frequencies of 8 additional aspects included in apps. Additional aspects were scored according to the previously introduced taxonomy for additional aspects (see Methods subsection Evaluation) and are ranked by the most frequently ones included.