Design Requirements for Gamified Exercise Apps for Adults With Prehypertension Based on the Octalysis Framework and Self-Determination Theory: Qualitative Interview Study.

IF 4.7 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2026-02-25 DOI:10.2196/86793
Sijia Li, Genying Liu, Li Qiao, Hong-Yu Yu, Yu-Yang Zhang, Runyuan Pei, Yue-Tao Lin, Hao-Ming Ma, Mei-Hua Piao
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引用次数: 0

Abstract

Background: Managing blood pressure (BP) in prehypertensive individuals is crucial to prevent the incidence of hypertension. While physical activity has proven effective in BP management, physical inactivity remains prevalent. Gamification has shown promise in addressing physical inactivity; however, its effectiveness is limited due to the suboptimal intervention design.

Objective: This study aimed to develop a comprehensive understanding of prehypertensive individuals' needs, design preferences, and motivational drives for gamified exercise apps by integrating the Octalysis Gamification Framework with Self-Determination Theory (SDT) through a participatory qualitative methodology.

Methods: The study adopted a cross-sectional qualitative interview study design and used semistructured interviews conducted from June to July 2025 across mainland China. Participants were recruited through online platforms using purposive sampling to select adults with prehypertension (systolic BP 120-139 mm Hg and/or diastolic BP 80-89 mm Hg). Interview guides were systematically structured around SDT constructs and the Octalysis Framework's 8 core gamification drives to explore participants' needs, design preferences, and motivational drives for gamified exercise apps. An inductive or deductive hybrid thematic analysis was used to identify key themes.

Results: A total of 14 eligible prehypertensive individuals participated in the study. Their needs and preferences for exercise apps, including exercise guidance, data monitoring and feedback, and wearable device portability, were summarized. Eight core gamification motivational drives, such as epic meaning and social influence, according to the Octalysis Framework, were explored with interviewees, including their attitudes and creative design considerations. Moreover, the study examined how the satisfaction of basic psychological needs (eg, sense of volition, technical challenges, and social connections) influences the transformation of motivation.

Conclusions: This theory-informed qualitative study is among the first to explore the needs and preferences of individuals with prehypertension for gamified exercise apps by integrating the Octalysis Gamification Framework with SDT. The findings suggest that successful gamified exercise apps for prehypertensive individuals may benefit from going beyond traditional game mechanics to address deeper psychological needs. Participants emphasized the importance of personalized exercise programming, robust health monitoring capabilities, and human-centered gamification designs that support autonomy, competence, and relatedness. Satisfaction of these basic psychological needs is critical for transforming extrinsic motivations, such as weight management and health values, into intrinsic enjoyment of exercise. By integrating a theoretical basis with user-centered perspectives, this study provides context-specific design implications for future development of gamified exercise apps tailored to prehypertensive individuals in similar digital health contexts.

基于八轴分析框架和自我决定理论的高血压前期成人游戏化运动应用设计要求:定性访谈研究
背景:控制高血压前期个体的血压(BP)对于预防高血压的发生至关重要。虽然体力活动已被证明对血压管理有效,但缺乏体力活动仍然普遍存在。游戏化有望解决缺乏运动的问题;然而,由于次优干预设计,其有效性受到限制。目的:本研究旨在通过参与式定性方法,将Octalysis游戏化框架与自决理论(SDT)相结合,全面了解高血压前期个体对游戏化锻炼应用程序的需求、设计偏好和动机驱动。方法:本研究采用横断面定性访谈研究设计,采用半结构化访谈,于2025年6月至7月在中国大陆地区进行。参与者通过在线平台招募,使用有目的的抽样选择高血压前期(收缩压120- 139mmhg和/或舒张压80- 89mmhg)的成年人。访谈指南围绕SDT结构和Octalysis框架的8个核心游戏化驱动系统构建,以探索参与者对游戏化锻炼应用的需求、设计偏好和动机驱动。采用归纳或演绎混合主题分析来确定关键主题。结果:共有14名符合条件的高血压前期个体参与了这项研究。总结了他们对运动app的需求和偏好,包括运动指导、数据监测和反馈以及可穿戴设备的可移植性。根据Octalysis Framework,我们与受访者探讨了8个核心游戏化动机驱动因素,如史诗意义和社会影响,包括他们的态度和创意设计考虑。此外,本研究还考察了基本心理需求(如意志感、技术挑战和社会关系)的满足如何影响动机的转化。结论:这项基于理论的定性研究是首次通过将Octalysis游戏化框架与SDT相结合,探索高血压前期患者对游戏化锻炼应用程序的需求和偏好。研究结果表明,针对高血压前期人群的成功游戏化锻炼应用程序可能会受益于超越传统游戏机制,以满足更深层次的心理需求。参与者强调了个性化锻炼计划、强大的健康监测能力和以人为中心的游戏化设计的重要性,这些设计支持自主性、能力和相关性。满足这些基本的心理需求对于将外在动机(如体重管理和健康价值观)转化为运动的内在享受至关重要。通过将理论基础与以用户为中心的视角相结合,本研究为未来开发针对类似数字健康背景下的高血压前期人群量身定制的游戏化锻炼应用程序提供了特定情境的设计启示。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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