Literature DB >> 29060899

Unified Health Gamification can significantly improve well-being in corporate environments.

Arash Shahrestani, Pieter Van Gorp, Pascale Le Blanc, Fabrizio Greidanus, Kristel de Groot, Jelle Leermakers.   

Abstract

There is a multitude of mHealth applications that aim to solve societal health problems by stimulating specific types of physical activities via gamification. However, physical health activities cover just one of the three World Health Organization (WHO) dimensions of health. This paper introduces the novel notion of Unified Health Gamification (UHG), which covers besides physical health also social and cognitive health and well-being. Instead of rewarding activities in the three WHO dimensions using different mHealth competitions, UHG combines the scores for such activities on unified leaderboards and lets people interact in social circles beyond personal interests. This approach is promising in corporate environments since UHG can connect the employees with intrinsic motivation for physical health with those who have quite different interests. In order to evaluate this approach, we realized an app prototype and we evaluated it in two corporate pilot studies. In total, eighteen pilot users participated voluntarily for six weeks. Half of the participants were recruited from an occupational health setting and the other half from a treatment setting. Our results suggest that the UHG principles are worth more investigation: various positive health effects were found based on a validated survey. The mean mental health improved significantly at one pilot location and at the level of individual pilot participants, multiple other effects were found to be significant: among others, significant mental health improvements were found for 28% of the participants. Most participants intended to use the app beyond the pilot, especially if it would be further developed.

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Mesh:

Year:  2017        PMID: 29060899     DOI: 10.1109/EMBC.2017.8037858

Source DB:  PubMed          Journal:  Conf Proc IEEE Eng Med Biol Soc        ISSN: 1557-170X


  3 in total

Review 1.  The Ethics of Digital Well-Being: A Thematic Review.

Authors:  Christopher Burr; Mariarosaria Taddeo; Luciano Floridi
Journal:  Sci Eng Ethics       Date:  2020-01-13       Impact factor: 3.525

2.  A workplace well-being game intervention for health sciences librarians to address burnout.

Authors:  Tallie Casucci; Amy B Locke; Autumn Henson; Fares Qeadan
Journal:  J Med Libr Assoc       Date:  2020-10-01

3.  Promoting Occupational Health through Gamification and E-Coaching: A 5-Month User Engagement Study.

Authors:  Chao Zhang; Pieter van Gorp; Maxine Derksen; Raoul Nuijten; Wijnand A IJsselsteijn; Alberto Zanutto; Fabio Melillo; Roberto Pratola
Journal:  Int J Environ Res Public Health       Date:  2021-03-10       Impact factor: 3.390

  3 in total

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