A game plan: Gamification design principles in mHealth applications for chronic disease management

A game plan: Gamification design principles in mHealth applications for chronic disease management
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DOI:
10.1177/1460458214537511
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发表时间:
2016-06-01
影响因子:
3
通讯作者:
Seto, Emily
Seto, Emily
中科院分区:
医学3区
文献类型:
--
作者:
Miller, Aaron S.;Cafazzo, Joseph A.;Seto, Emily

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有效的慢性病管理对于改善积极的健康结果至关重要,而激励策略有助于促进长寿的自我保健。游戏化与 mHealth(移动健康)应用程序结合使用,有可能更好地促进患者的自我管理。这篇评论文章解决了在开发移动医疗应用程序时有效使用游戏化设计原则或机制的知识差距。徽章、排行榜、积分和等级、挑战和任务、社交参与循环和新手入门都是游戏化的机制。这些机制是从设计和开发的角度定义和解释的。具有游戏化机制的健康和健身应用程序包括:使用积分、级别和社交参与的 bant、使用挑战和任务的 mySugr、使用排行榜以及社交参与循环和入门的 RunKeeper、使用徽章的 Fitocracy 以及使用积分和级别的 Mango Health。探讨了具体的设计考虑因素,提供了游戏化移动医疗实施在促进改善自我管理方面的功效示例,讨论了这项工作的局限性,提供了健康和保健技术中游戏和游戏化原则之间的联系,并对未来的工作提出了建议。我们的结论是,可以利用游戏化来开发应用程序,从而更好地促进慢性病患者的自我管理。
Effective chronic disease management is essential to improve positive health outcomes, and incentive strategies are useful in promoting self-care with longevity. Gamification, applied with mHealth (mobile health) applications, has the potential to better facilitate patient self-management. This review article addresses a knowledge gap around the effective use of gamification design principles, or mechanics, in developing mHealth applications. Badges, leaderboards, points and levels, challenges and quests, social engagement loops, and onboarding are mechanics that comprise gamification. These mechanics are defined and explained from a design and development perspective. Health and fitness applications with gamification mechanics include: bant which uses points, levels, and social engagement, mySugr which uses challenges and quests, RunKeeper which uses leaderboards as well as social engagement loops and onboarding, Fitocracy which uses badges, and Mango Health, which uses points and levels. Specific design considerations are explored, an example of the efficacy of a gamified mHealth implementation in facilitating improved self-management is provided, limitations to this work are discussed, a link between the principles of gaming and gamification in health and wellness technologies is provided, and suggestions for future work are made. We conclude that gamification could be leveraged in developing applications with the potential to better facilitate self-management in persons with chronic conditions.