游戏化方法为献血中的延期体验提供支持:设计与可行性研究

IF 2.6 Q2 HEALTH CARE SCIENCES & SERVICES
JMIR Human Factors Pub Date : 2024-06-14 DOI:10.2196/50086
Roberto Espinoza Chamorro, Luciano H O Santos, Yukiko Mori, Chang Liu, Goshiro Yamamoto, Tomohiro Kuroda
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引用次数: 0

摘要

背景:多项研究已经探讨了推迟献血对潜在献血者动机的影响,并提出了各种政策和策略来支持经历推迟献血的人。然而,现有的以献血为重点的信息和通信技术系统尚未整合这些想法,也未提供帮助延期献血者的选项:本研究旨在提出一种初步的游戏化设计,旨在通过解决意识和知识、互动和验证以及动机等驱动因素来减轻延期体验的影响。此外,本研究还探讨了为潜在用户实施此类系统的可行性:我们进行了一次文献综述,重点是与献血相关的动机和意向的动态变化,以及延期情况及其对公民的影响。通过回顾,我们发现献血者认同感薄弱、知识匮乏和动机减弱是需要适当干预支持的关键因素。这些因素随后被定义为我们的关键驱动因素。考虑到这些因素,我们提出了一种游戏化方法,其中融入了 "监测、评估与监督 "框架中的概念。其目的是激发上述驱动因素,并扩展献血中的贡献和认同概念。为了进行初步评估,我们设计了一个原型,以收集关于可用性、有用性和对我们提出的游戏化方法的潜在实施兴趣的反馈意见:结果:在参与者中,共有 11 位市民与该应用程序进行了互动,并通过我们的调查提供了反馈意见。他们表示,与该应用程序的互动相对简单,在考虑到 11 项互动任务时,平均得分为 4.13 分(满分 5 分)。根据参与者的回答,SUS 的最终平均得分为 70.91 分。当问及 "喜欢该应用程序的概念(3.82 分)"、"可能下载该应用程序(3.55 分)"和 "可能向他人推荐该应用程序(3.64 分)"时,参与者的回答都是积极的。参与者对设计的实施表示肯定,但也强调了目前的不足之处,并提出了在功能和可用性方面可能的改进建议:尽管推迟献血是献血中的一个常见问题,但现有的信息和通信技术服务在如何有效处理这种经历方面错失了良机。我们建议的设计和实施似乎吸引了潜在用户的兴趣,因为他们认为它具有积极的实用性和潜力。不过,还需要进一步的确认。改进目前严重依赖于外在动机元素的活动设计,并整合更多的社会元素来创建一个增强内在动机的活动循环,可以进一步提高拟议项目的价值。未来的研究可能需要进行更专业和纵向的设计评估,并需要更大的样本量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification Approach to Provide Support About the Deferral Experience in Blood Donation: Design and Feasibility Study.

Background: Multiple studies have examined the impact of deferral on the motivation of prospective blood donors, proposing various policies and strategies to support individuals who undergo this experience. However, existing information and communications technology systems focused on blood donation have not yet integrated these ideas or provided options to assist with the deferral experience.

Objective: This study aims to propose an initial gamified design aimed at mitigating the impact of the deferral experience by addressing the drivers of awareness and knowledge, interaction and validation, and motivation. Additionally, the study explores the feasibility of implementing such a system for potential users.

Methods: We conducted a literature review focusing on the dynamics of motivation and intention related to blood donation, as well as the deferral situation and its impact on citizens. Through this review, we identified weak donor identity, lack of knowledge, and reduced motivation as key factors requiring support from appropriate interventions. These factors were then defined as our key drivers. Taking these into account, we proposed a gamification approach that incorporates concepts from the MDA framework. The aim is to stimulate the aforementioned drivers and expand the concept of contribution and identity in blood donation. For a preliminary evaluation, we designed a prototype to collect feedback on usability, usefulness, and interest regarding a potential implementation of our proposed gamification approach.

Results: Among the participants, a total of 11 citizens interacted with the app and provided feedback through our survey. They indicated that interacting with the app was relatively easy, with an average score of 4.13 out of 5 when considering the 11 tasks of interaction. The SUS results yielded a final average score of 70.91 from the participants' answers. Positive responses were received when participants were asked about liking the concept of the app (3.82), being likely to download it (3.55), and being likely to recommend it to others (3.64). Participants expressed positivity about the implementation of the design but also highlighted current shortcomings and suggested possible improvements in both functionality and usability.

Conclusions: Although deferral is a common issue in blood donation, there is a missed opportunity in existing ICT services regarding how to effectively handle such experiences. Our proposed design and implementation seem to have captured the interest of prospective users due to its perceived positive usefulness and potential. However, further confirmation is needed. Improving the design of activities that currently rely heavily on extrinsic motivation elements and integrating more social components to create an enhanced activity loop for intrinsic motivation could further increase the value of the proposed project. Future research could involve conducting a more specialized and longitudinal design evaluation with a larger sample size.

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来源期刊
JMIR Human Factors
JMIR Human Factors Medicine-Health Informatics
CiteScore
3.40
自引率
3.70%
发文量
123
审稿时长
12 weeks
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