A Gamification-Based Framework for mHealth Developers in the Context of Self-Care

L. W. Oliveira, S. T. Carvalho
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引用次数: 2

Abstract

This work investigates how gamification is used in self-care applications. Evidence in the literature indicates that the development of gamified mobile health applications has not taken into account the user's profile in order to correctly use the game elements in the solution; there also cases in which the use of gamification goes beyond the main purpose of the application, which is to treat health. This results in inefficiency in the use of the gamification strategy. To overcome this problem, this paper presents a gamification-based Framework, called Framework L, a method which incorporates concepts and practices in terms of two dimensions, Self-Care and Gamification, so that an mobile health application developer can design his application. In this context, adaptive gamification experiments were carried out in different ways. The first aims to improve the user experience when performing a manual test for the player profile. The second experiment uses machine learning to classify the user by player profile. These aspects make up the adaptive gamification cycle. The framework evaluation used the mixed method composed of a questionnaire and an online interview with experts. The results indicate that the framework helps developers marshal mobile health applications, primarily by encouraging user engagement.
基于游戏化的移动医疗开发者自我保健框架
这项工作调查了游戏化如何在自我护理应用中使用。文献证据表明,为了正确使用解决方案中的游戏元素,游戏化移动健康应用的开发并没有考虑到用户的个人资料;在某些情况下,游戏化的使用超出了应用程序的主要目的,即治疗健康。这导致游戏化策略的使用效率低下。为了克服这一问题,本文提出了一个基于游戏化的框架,称为框架L,这是一种结合自我保健和游戏化两个维度的概念和实践的方法,以便移动健康应用程序开发人员可以设计他的应用程序。在这种背景下,适应性游戏化实验以不同的方式进行。第一个目标是在为玩家配置文件执行手动测试时改善用户体验。第二个实验使用机器学习根据玩家的个人资料对用户进行分类。这些方面构成了适应性游戏化周期。框架评价采用问卷调查与专家在线访谈相结合的混合评价方法。结果表明,该框架主要通过鼓励用户参与来帮助开发人员组织移动健康应用程序。
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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