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Blood4Life: A Mobile Solution to Recruit and Retain Blood Donors Through Gamification and Trans-Theoretical Model

机译:blood4life:通过娱乐和跨理论模型招募和保留献血者的移动解决方案

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The worldwide demand for blood and its components is critically growing owing to the rise in target diseases, accidents and surgeries. As blood supplies are considerably outstripped by the immediate and crucial need of blood transfusions, the recruitment and retention of voluntary qualified donors pose an acute challenge for blood centers. In this regard, digital technology has proven to be effective in the optimization of blood donation in many ways. Based on that fact, it was designed a solution consisting of a hybrid mobile application named 'Blood4Life' which employs gamification techniques and integrates the principles of Trans-Theoretical Model (TTM) of behavior change. This paper presents, therefore, the requirements and characteristics of 'Blood4Life' which aims at targeting all types of users in terms of their stage of change which defines their readiness and willingness to donate blood. By means of a variety of gamification elements and according to the initial stage of change of the user, the mobile application is likely to trigger the processes of change that are assumed to encourage users to progress towards later stages. Future work includes the development of a facet for blood centers to manage donors' appointments. By then, an empirical evaluation of Blood4Life solution will be required to thoroughly examine the effects of combining gamification and behavior change theory in achieving sustained engagement of blood donors.
机译:由于目标疾病,事故和手术的增加,全球对血液及其组件的需求严重增长。由于血液供应的立即和关键需要血液输送,招聘和保留自愿合格的捐赠者对血统来说是一个急性挑战。在这方面,数字技术已被证明在许多方面优化献血的优化。基于该事实,它设计了一种解决方案,该解决方案由一个名为“Blood4life”的混合移动应用程序,该应用程序采用游戏化技术并集成了行为变化的跨理论模型(TTM)的原理。本文礼物,因此,要求和“Blood4Life”的特点,其目的是在他们的变化阶段,它定义愿意和愿意献血方面针对所有类型的用户。通过各种游戏化元素和根据用户的更改初始阶段,移动应用程序可能触发所假设的变化过程,以鼓励用户向后阶段进行进展。未来的工作包括开发血液中心的方面,以管理捐助者的约会。然后,将需要对Blood4Life解决方案进行实证评估,以彻底检查组合游戏化和行为变化理论在实现血液供体持续参与方面的影响。

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