Designing Personalised Gamification of mHealth Survey Applications

Paulina Adamczyk, Sylwia Marek, Ryszard Pr˛ecikowski, Maciej Kuś, Michal K. Grzeszczyk, M. Malawski, Aneta Lisowska
{"title":"Designing Personalised Gamification of mHealth Survey Applications","authors":"Paulina Adamczyk, Sylwia Marek, Ryszard Pr˛ecikowski, Maciej Kuś, Michal K. Grzeszczyk, M. Malawski, Aneta Lisowska","doi":"10.5220/0011603800003414","DOIUrl":null,"url":null,"abstract":": To monitor patients’ well-being and evaluate the efficacy of digital health intervention, patients are required to regularly respond to standardised surveys. Responding to a large number of questionnaires is effortful and may discourage mHealth app users from engaging with the intervention. Gamification might reduce the burden of self-reporting. However, researchers have adopted various approaches to the personalisation of gamification design: ranking of game elements by the user, Hexad Gamification User Types classification (G) and selection of preferred design mockups (MU) . In this paper we report on a small population study involving 54 healthy participants aged 17 to 60, and investigate if these alternative approaches lead to the same design choices. We find that different evaluation approaches lead to different choices of gamification elements. We suggest to use game element ranking in combination with mockup selection. Hexad player classification might be less useful in the context of mHealth applications design.","PeriodicalId":20676,"journal":{"name":"Proceedings of the International Conference on Health Informatics and Medical Application Technology","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the International Conference on Health Informatics and Medical Application Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5220/0011603800003414","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

Abstract

: To monitor patients’ well-being and evaluate the efficacy of digital health intervention, patients are required to regularly respond to standardised surveys. Responding to a large number of questionnaires is effortful and may discourage mHealth app users from engaging with the intervention. Gamification might reduce the burden of self-reporting. However, researchers have adopted various approaches to the personalisation of gamification design: ranking of game elements by the user, Hexad Gamification User Types classification (G) and selection of preferred design mockups (MU) . In this paper we report on a small population study involving 54 healthy participants aged 17 to 60, and investigate if these alternative approaches lead to the same design choices. We find that different evaluation approaches lead to different choices of gamification elements. We suggest to use game element ranking in combination with mockup selection. Hexad player classification might be less useful in the context of mHealth applications design.
设计移动健康调查应用程序的个性化游戏化
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
文献相关原料
公司名称 产品信息 采购帮参考价格
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信