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Developing and implementing a gamification method to improve user engagement: A case study with an m-Health application for hypertension monitoring

机译:开发和实施游戏化方法以提高用户参与度:以m-Health应用程序进行高血压监测的案例研究

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摘要

The lack of engagement throughout a patient's treatment is a regular concern among health professionals, who have been adopting technology as a motivational factor. This study presents a gamification proposition that aims to promote engagement in the user's treatment with the use of health-related systems. Seven stages compose the method: inspection of system requirements and its functionalities; mapping of the target audience characteristics; identification of interaction flows; gamification analysis applied in similar systems; selection of gamification elements; development; and evaluation. To validate the method, we developed two versions of an m-Health application, one with the game elements and one without these elements. In the evaluation stage, 14 patients with hypertension were divided into four groups to verify if the inclusion of game elements would promote greater engagement in health care. Data collection included engagement questionnaire, technology acceptance questionnaire, system logs, and participants' feedback. Results showed gamification favored the engagement, stimulating intrinsic motivation in the participants. Groups assisted by health professionals spent more time with the app and were motivated in maintaining control of their health. In conclusion, gamification proved to be effective for this context, since it did not add complexity to the application and promoted the desired engagement results.
机译:在患者的整个治疗过程中缺乏参与是卫生专业人员经常关注的问题,他们一直在采用技术作为激励因素。这项研究提出了一种游戏化主张,旨在通过使用与健康相关的系统来促进用户对治疗的参与。该方法由七个阶段组成:检查系统需求及其功能;目标受众特征的映射;识别交互流;游戏化分析应用于类似系统;游戏化要素的选择;发展和评估。为了验证该方法,我们开发了m-Health应用程序的两个版本,一个带有游戏元素,一个没有这些元素。在评估阶段,将14例高血压患者分为四组,以验证是否包含游戏成分会促进更大程度地参与医疗保健。数据收集包括参与调查表,技术验收调查表,系统日志和参与者的反馈。结果表明,游戏化有利于参与,刺激参与者的内在动力。由卫生专业人员协助的小组在该应用上花费了更多时间,并受到激励以保持对其健康的控制。总之,事实证明,游戏化在这种情况下是有效的,因为它不会增加应用程序的复杂性,并可以提高所需的参与度。

著录项

  • 来源
    《Telematics and Informatics》 |2019年第8期|126-138|共13页
  • 作者单位

    Univ Passo Fundo, Inst Exact Sci & Geosci, Grad Program Appl Comp, Highway BR 285, BR-99052900 Passo Fundo, RS, Brazil;

    Univ Passo Fundo, Inst Exact Sci & Geosci, Grad Program Appl Comp, Highway BR 285, BR-99052900 Passo Fundo, RS, Brazil;

    Univ Passo Fundo, Inst Exact Sci & Geosci, Grad Program Appl Comp, Highway BR 285, BR-99052900 Passo Fundo, RS, Brazil;

    Univ Passo Fundo, Inst Exact Sci & Geosci, Undergrad Program Comp Sci, Passo Fundo, RS, Brazil;

    Univ Passo Fundo, Inst Exact Sci & Geosci, Undergrad Program Comp Sci, Passo Fundo, RS, Brazil;

    Univ Passo Fundo, Inst Exact Sci & Geosci, Grad Program Appl Comp, Highway BR 285, BR-99052900 Passo Fundo, RS, Brazil|Univ Passo Fundo, Inst Exact Sci & Geosci, Undergrad Program Comp Sci, Passo Fundo, RS, Brazil|Univ Passo Fundo, Coll Phys Educ & Physiotherapy, Grad Program Human Aging, Passo Fundo, RS, Brazil;

  • 收录信息 美国《工程索引》(EI);
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    Gamification; Engagement; m-Health; Development method; Digital intervention; Hypertension;

    机译:游戏化;参与;移动健康;发展方法;数字干预;高血压;
  • 入库时间 2022-08-18 04:20:26

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