| Literature DB >> 33074155 |
Manuel Schmidt-Kraepelin1, Philipp A Toussaint1, Scott Thiebes1, Juho Hamari2, Ali Sunyaev1.
Abstract
BACKGROUND: Nowadays, numerous health-related mobile apps implement gamification in an attempt to draw on the motivational potential of video games and thereby increase user engagement or foster certain health behaviors. However, research on effective gamification is still in its infancy and researchers increasingly recognize methodological shortcomings of existing studies. What we actually know about the phenomenon today stems from fragmented pieces of knowledge, and a variety of different perspectives. Existing research primarily draws on conceptual knowledge that is gained from research prototypes, and isolated from industry best practices. We still lack knowledge on how gamification has been successfully designed and implemented within the industry and whether certain gamification approaches have shown to be particularly suitable for certain health behaviors.Entities:
Keywords: exergames, persuasive technology; gamification; mHealth; mobile phones; quantified-self; smartphones
Mesh:
Year: 2020 PMID: 33074155 PMCID: PMC7605978 DOI: 10.2196/19280
Source DB: PubMed Journal: JMIR Mhealth Uhealth ISSN: 2291-5222 Impact factor: 4.773
Figure 1Overview of the 3-step research approach.
Figure 2Setting up a database of pertinent gamified mHealth apps.
Taxonomy of gamification approaches for health apps proposed by Schmidt-Kraepelin et al [20].
| Dimension | Rationale | Characteristics |
| Gamification concept-to-user communication | How does the gamification approach communicate with the user? |
Direct Mediated |
| User identity | How is the user’s identity represented in the gamification approach? |
Virtual character Self-selected |
| Rewards | Which rewards can users earn by playing and progressing within the gamification approach? |
Internal Internal and external No |
| Competition | How do users compete with each other within the gamification approach? |
Direct Indirect No |
| Target Group | Who is the targeted audience of the gamification approach? |
Patients Healthy individuals Health professionals |
| Collaboration | Which form of collaboration does the gamification approach offer? |
Cooperative Supportive only No |
| Goal setting | Who sets goals within the gamification approach? |
Self-set Externally set |
| Narrative | How does the gamification approach behave over time? |
Continuous Episodical |
| Reinforcement | How does the gamification approach attempt to reinforce its users? |
Positive Positive–negative |
| Persuasive intent | Which type of health-related change does the gamification approach aim to evoke? |
Compliance change Behavior change Attitude change |
| Level of integration | To which extent is the gamification approach cohesively related to the underlying health-related activities? |
Independent Inherent |
| User advancement | How does the gamification approach consider the overall user advancement? |
Presentation only Progressive No |
Figure 3Cluster characteristics.