探索性分析在数字治疗背景下的游戏化的前因后果

IF 5 3区 管理学 Q1 BUSINESS
Andrea Sestino, Alessandro Bernardo, Cristian Rizzo, Stefano Bresciani
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引用次数: 0

摘要

游戏化为医疗保健、健康和生活方式带来了前所未有的机遇。在这种情况下,通过利用这种方法,信息技术现在使基于游戏化的移动应用程序主要用于卫生和保健环境,重点关注疾病预防、自我管理、药物依从性和远程保健方案等领域。基于游戏化的方法与数字治疗领域(DTx)的数字工具(例如物联网、移动应用程序)的利用协同集成,从而揭示了强大的方法和范例,产生了创新的应用程序,通过利用传感器和基于软件的系统,将医疗保健维护、健康和生活方式转变为一种引人入胜的追求,就像游戏一样。本文探讨了影响个人自主使用基于移动游戏化的应用程序进行自我保健和健康维护的因素。设计/方法/方法通过探索性研究设计,在376名参与者中进行了一项实验,涉及使用基于虚拟游戏化的DTx解决方案,该解决方案包含在一个名为“Health'n 'Fit”的移动应用程序中。对460名参与者进行的一项实验的结果揭示了游戏化可能的前因后果。SEM模型的结果表明,定制(CU)、信任(TR)、移动性(MO)和社会价值(SV)是游戏体验的主要决定因素,尽管它们在不同程度上影响游戏体验;此外,游戏化积极影响态度,进而影响感知有用性、使用意图和行为意图。本文提供了一种双管齐下的方法,在医疗保健创新领域具有实际意义。首先,作者深入研究了影响个人参与基于游戏化的DTx意图的因素,揭示了影响用户采用的因素。除此之外,作者还将他们的重点扩展到医疗保健服务设计领域。通过利用游戏化和技术的潜力,作者阐明了概念化和创造新型医疗保健服务的途径。这项工作不仅确定了用户参与的构建模块,而且还作为利用这种技术和游戏化融合的创新工艺医疗保健解决方案的指南,为现代医疗保健范式的发展做出了贡献。在社会背景下,本文介绍了开创性的技术协同效应,将游戏化和DTx结合起来,以增强个人的健康和健康维护。通过提出创新的组合,作者提出了促进更健康的生活方式和行为改变的新途径。这不仅强调了技术对个人产生积极影响的潜力,也强调了将技术进步与社会福祉相结合的重要性。随着研究倡导这些创新解决方案,它强化了协作技术和营销努力的重要性,最终为整个社会的改善做出贡献。原创性/价值这是第一篇探索游戏化和DTx联合效应的论文,通过揭示个人使用这种联合技术的意图的独特性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An explorative analysis of the antecedents and consequents of gamification in the digital therapeutic context

Purpose

Gamification unlocks unprecedented opportunities in healthcare, wellness and lifestyle context. In this scenario, by leveraging on such an approach, information technologies now enabled gamification-based mobile applications primarily employed in health and wellness contexts, focusing on areas such as disease prevention, self-management, medication adherence and telehealth programs. The synergistic integration of gamification-based methodologies in conjunction with the utilization of digital tools, (e.g. as for Internet of Things, mobile applications) for the realm of digital therapeutics (DTx), thus unveiled powerful approaches and paradigms, yielding innovative applications that, through the harnessing of sensors and software-based systems, transform healthcare maintenance, wellness and lifestyle into an engaging pursuit, as a game. This paper explores the factors influencing individuals' intention to autonomously utilize mobile gamification-based apps for self-care and wellness maintenance.

Design/methodology/approach

Through explorative research designs an experiment has been conducted among a sample of 376 participants regarding the use of a fictitious gamification-based DTx solution, consisting in a mobile app namely “Health'n’Fit”.

Findings

Findings from an experiment conducted with a sample of 460 participants shed light on the possible antecedents and consequents of gamification. Results of the SEM model indicate that customization (CU), trust (TR), mobility (MO) and social value (SV) are the main determinants, although at a different extent of the playful experience; Moreover, gamification positively impacts attitudes and, in turn, perceived usefulness, intention to use and behavioral intentions.

Practical implications

This paper offers a dual-pronged approach that holds practical significance in the realm of healthcare innovation. First, the authors delve into the antecedents shaping individuals' intention to engage with gamification-based DTx, unraveling the factors that influence user adoption. Beyond this, the authors extend their focus to the realm of healthcare service design. By harnessing the potential of gamification and technology, the authors illuminate pathways to conceptualize and create novel healthcare services. This work not only identifies the building blocks of user engagement but also serves as a guide to innovatively craft healthcare solutions that leverage this amalgamation of technology and gamification, contributing to the evolution of modern healthcare paradigms.

Social implications

In a social context, the paper introduces pioneering technological synergies that merge gamification and DTx to enhance individuals' health and wellness maintenance. By proposing innovative combinations, the authors present novel avenues for promoting healthier lifestyles and behavior change. This not only underscores the potential of technology to positively impact individuals but also highlights the significance of aligning technological advancements with societal well-being. As the research advocates for these innovative solutions, it reinforces the importance of collaborative technological and marketing endeavors, ultimately contributing to the betterment of society as a whole.

Originality/value

This is the first paper exploring the combined effect of gamification and DTx, by shedding light on the peculiarities of both the antecedents of individuals' intention to use such combined technologies.

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来源期刊
CiteScore
10.40
自引率
17.60%
发文量
107
期刊介绍: The subject of innovation is receiving increased interest both from companies because of their increased awareness of the impact of innovation in determining market success and also from the research community. Academics are increasingly beginning to place innovation as a priority area in their research agenda. This impetus has been partly fuelled by the Economic & Social Research Council (ESRC) who have designated innovation as one of nine research areas in their research initiative schemes.
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