Literature DB >> 33507924

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

Alice H Aubert1, Max N D Friedrich1,2.   

Abstract

OBJECTIVE: Standardized face-to-face interviews are widely used in low and middle-income countries to collect data for social science and health research. Such interviews can be long and tedious. In an attempt to improve the respondents' experience of interviews, we developed a concept of gamified interview format by including a game element. Gamification is reported to increase engagement in tasks, but results from rigorously developed research are equivocal, and a theory of gamification is still needed. MATERIALS &
METHODS: We evaluated the proposed gamification with a randomized controlled trial based on self-determination theory, specifically on the basic psychological needs theory. In total, 1266 respondents were interviewed. Single and multiple mediation analyses were used to understand the effects of the gamified interview format.
RESULTS: Our evaluation showed that the gamification we had developed did not improve the outcome, the experience of the interview reported by respondent. The effect of the gamified interview format depended on the ability of respondents: gamification can be counterproductive if it overburdens the respondents. However, the basic psychological needs theory explained the mechanisms of action of gamification well: feeling competent and related to others improved the reported experience of the interview.
CONCLUSION: We emphasize the need to develop context-specific gamification and invite researchers to conduct equivalently rigorous evaluations of gamification in future studies.

Entities:  

Mesh:

Year:  2021        PMID: 33507924      PMCID: PMC7842934          DOI: 10.1371/journal.pone.0244077

Source DB:  PubMed          Journal:  PLoS One        ISSN: 1932-6203            Impact factor:   3.240


  10 in total

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

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3.  Increasing latrine use in rural Karnataka, India using the risks, attitudes, norms, abilities, and self-regulation approach: A cluster-randomized controlled trial.

Authors:  Max Friedrich; Tejaswi Balasundaram; Arundati Muralidharan; V R Raman; Hans-Joachim Mosler
Journal:  Sci Total Environ       Date:  2019-11-25       Impact factor: 7.963

4.  CONSORT 2010 Statement: updated guidelines for reporting parallel group randomised trials.

Authors:  Kenneth F Schulz; Douglas G Altman; David Moher
Journal:  BMC Med       Date:  2010-03-24       Impact factor: 8.775

5.  'How poor are you?' -- a comparison of four questionnaire delivery modes for assessing socio-economic position in rural zimbabwe.

Authors:  Sophie J S Pascoe; James R Hargreaves; Lisa F Langhaug; Richard J Hayes; Frances M Cowan
Journal:  PLoS One       Date:  2013-09-20       Impact factor: 3.240

Review 6.  Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis.

Authors:  Ho Ming Lau; Johannes H Smit; Theresa M Fleming; Heleen Riper
Journal:  Front Psychiatry       Date:  2017-01-18       Impact factor: 4.157

Review 7.  Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps.

Authors:  E A Edwards; J Lumsden; C Rivas; L Steed; L A Edwards; A Thiyagarajan; R Sohanpal; H Caton; C J Griffiths; M R Munafò; S Taylor; R T Walton
Journal:  BMJ Open       Date:  2016-10-04       Impact factor: 2.692

8.  Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy.

Authors:  Jim Lumsden; Elizabeth A Edwards; Natalia S Lawrence; David Coyle; Marcus R Munafò
Journal:  JMIR Serious Games       Date:  2016-07-15       Impact factor: 4.143

9.  Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students: a systematic review and meta-analysis protocol.

Authors:  Marc-André Maheu-Cadotte; Sylvie Cossette; Véronique Dubé; Guillaume Fontaine; Tanya Mailhot; Patrick Lavoie; Alexis Cournoyer; Fabio Balli; Gabrielle Mathieu-Dupuis
Journal:  BMJ Open       Date:  2018-03-16       Impact factor: 2.692

Review 10.  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
  10 in total
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1.  Traditional and modern eating in older adults: a comparison between an urban and rural sample from Gujarat, Western India.

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Journal:  Health Psychol Behav Med       Date:  2022-08-29
  1 in total

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