{"title":"Attraction and achievement as two attributes of gamification in healthcare: an evolutionary concept analysis.","authors":"Hyun Kyoung Kim","doi":"10.3352/jeehp.2024.21.10","DOIUrl":null,"url":null,"abstract":"PURPOSE\nThis study conducted a conceptual analysis of gamification in healthcare utilizing Rogers' evolutionary concept analysis methodology to identify its attributes and provide a method for its applications in the healthcare field. Gamification has recently been used as a health intervention and education method, but the concept is used inconsistently and confusingly.\n\n\nMETHODS\nA literature review was conducted to derive definitions, surrogate terms, antecedents, influencing factors, attributes (characteristics with dimensions and features), surrogate concepts, consequences, implications, and hypotheses from various academic fields. A total of 56 journal articles in English and Korean, published between August 2 and August 7, 2023, were extracted from databases such as PubMed Central, the Institute of Electrical and Electronics Engineers, the Association for Computing Machinery Digital Library, the Research Information Sharing Service , and the Korean Studies Information Service System, using the keywords \"gamification\" and \"healthcare.\" These articles were then analyzed.\n\n\nRESULTS\nGamification in healthcare is defined as the application of game elements in health-related contexts to improve health outcomes. The attributes of this concept were categorized into two main areas: attraction and achievement. These categories encompass various strategies for synchronization, enjoyable engagement, visual rewards, and goal-reinforcing frames.\n\n\nCONCLUSION\nThrough a multidisciplinary analysis of the concept's attributes and influencing factors, this paper provides practical strategies for implementing gamification in health interventions. When developing a gamification strategy, healthcare providers can reference this analysis to ensure the game elements are used both appropriately and effectively.","PeriodicalId":46098,"journal":{"name":"Journal of Educational Evaluation for Health Professions","volume":null,"pages":null},"PeriodicalIF":9.3000,"publicationDate":"2024-04-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Educational Evaluation for Health Professions","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3352/jeehp.2024.21.10","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION, SCIENTIFIC DISCIPLINES","Score":null,"Total":0}
引用次数: 0
Abstract
PURPOSE
This study conducted a conceptual analysis of gamification in healthcare utilizing Rogers' evolutionary concept analysis methodology to identify its attributes and provide a method for its applications in the healthcare field. Gamification has recently been used as a health intervention and education method, but the concept is used inconsistently and confusingly.
METHODS
A literature review was conducted to derive definitions, surrogate terms, antecedents, influencing factors, attributes (characteristics with dimensions and features), surrogate concepts, consequences, implications, and hypotheses from various academic fields. A total of 56 journal articles in English and Korean, published between August 2 and August 7, 2023, were extracted from databases such as PubMed Central, the Institute of Electrical and Electronics Engineers, the Association for Computing Machinery Digital Library, the Research Information Sharing Service , and the Korean Studies Information Service System, using the keywords "gamification" and "healthcare." These articles were then analyzed.
RESULTS
Gamification in healthcare is defined as the application of game elements in health-related contexts to improve health outcomes. The attributes of this concept were categorized into two main areas: attraction and achievement. These categories encompass various strategies for synchronization, enjoyable engagement, visual rewards, and goal-reinforcing frames.
CONCLUSION
Through a multidisciplinary analysis of the concept's attributes and influencing factors, this paper provides practical strategies for implementing gamification in health interventions. When developing a gamification strategy, healthcare providers can reference this analysis to ensure the game elements are used both appropriately and effectively.
期刊介绍:
Journal of Educational Evaluation for Health Professions aims to provide readers the state-of-the art practical information on the educational evaluation for health professions so that to increase the quality of undergraduate, graduate, and continuing education. It is specialized in educational evaluation including adoption of measurement theory to medical health education, promotion of high stakes examination such as national licensing examinations, improvement of nationwide or international programs of education, computer-based testing, computerized adaptive testing, and medical health regulatory bodies. Its field comprises a variety of professions that address public medical health as following but not limited to: Care workers Dental hygienists Dental technicians Dentists Dietitians Emergency medical technicians Health educators Medical record technicians Medical technologists Midwives Nurses Nursing aides Occupational therapists Opticians Oriental medical doctors Oriental medicine dispensers Oriental pharmacists Pharmacists Physical therapists Physicians Prosthetists and Orthotists Radiological technologists Rehabilitation counselor Sanitary technicians Speech-language therapists.