| Literature DB >> 33802082 |
Chao Zhang1, Pieter van Gorp1, Maxine Derksen1, Raoul Nuijten1, Wijnand A IJsselsteijn1, Alberto Zanutto2, Fabio Melillo3, Roberto Pratola3.
Abstract
Social gamification systems have shown potential for promoting healthy lifestyles, but applying them to occupational settings faces unique design challenges. While occupational settings offer natural communities for social interaction, fairness issues due to heterogeneous personal goals and privacy concerns increase the difficulty of designing engaging games. We explored a two-level game-design, where the first level related to achieving personal goals and the second level was a privacy-protected social competition to maximize goal compliance among colleagues. The solution was strengthened by employing occupational physicians who personalized users' goals and coached them remotely. The design was evaluated in a 5-month study with 53 employees from a Dutch university. Results suggested that the application helped half of the participants to improve their lifestyles, and most appreciated the role of the physician in goal-setting. However, long-term user engagement was undermined by the scalability-motivated design choice of one-way communication between employees and their physician. Implications for social gamification design in occupational health are discussed.Entities:
Keywords: E-coaching; behavior change; health informatics; occupational health; social gamification; user engagement; user study
Year: 2021 PMID: 33802082 PMCID: PMC8001294 DOI: 10.3390/ijerph18062823
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Illustration of the point system in an UHG game.
| Game Rule | Child | Youth | Adult | Elder |
|---|---|---|---|---|
| Move more than 500 m, but less than 2500 m | 40 points | 20 points | 20 points | 60 points |
| Move more than 2500 m | 200 points | 100 points | 100 points | 300 points |
| Ride a Spinning Bike for 30 min | 150 points | 75 points | 75 points | 300 points |
| … | … | … | … | … |
Figure 1Overview of the design of DMCoach+. (a) System architecture; (b) Screenshots (left: goals and progress; middle: food diary input; right: leaderboard of the social gamification.
Figure 2(a) User engagement over time as indicated by the average number of data entries per participant; (b) Histogram of points earned by participants during the summer challenge
Figure 3Participants’ stages of change in the four behavioral domains before and after the intervention.