A Comprehensive Review of Gamification in Healthcare: Incentives in Mobile Healthcare App

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fieldusedexploredpersonnel'butresponsibilitycanandhavehealthcare.motivationfeaturesinvolvement.achievefeedbackthatagenres,Eventhoughgamescomeinavarietyofformsandtheyallhavefourcommoncharacteristics:goalthatplayersattempttoaccomplish,ruleslimithowtheymayachievethegoal,asystemthattellsplayershowtheymightthegoal,andplayers'voluntaryTheapplicationofgamedesigninthecontextofpositivehealthisreferredtoasgamificationofGamificationisastrategythataimstoabeneficialinfluenceonavarietyofwellnesshealthrelatedsituations,notonlybecauseitincreasepeople'sengagementandfortheirhealthrelateddecisions,alsobecauseitcanimprovehealthcareperformance.Gamificationhasbeeninseveralillnessconditionsandcanbetodrivepatientcontrolledactivities.Intheofhealthcare,

Gamification,GameElements

Abstract Gamification is a systematic approach for using game features and methods to make non game processes more engaging. Gamification is a motivationaltechniquethat uses game mechanics, game dynamics, and components to encourage users to complete challenging tasks. Nowadays, examining existing relevant studies to uncover a collection of game features and approaches increases the chances of successintheexcitingprocess.The maingoalofthisworkisto conduct a literature evaluation utilizing descriptive statistics of game aspects in conjunction with a review technique. We looked at much research on gamification in healthcare. The viewpoint was pivotedaftereachpublicationwasreviewedfor the analysis, and additional analyses were done concept centrally. To enable the creation of more successful applications in the future, we identified individual behaviour change strategies and combinations of techniques widely employed in smartphone games. Smartphone games that attempt to change people's health habits are widespread, although the methods for doing so are unclear. We examined the integrated behaviour modification strategies in health applications with gaming aspects in a systematic way.

Fig. 1.

1Student, Department of Computer Engineering, MH Saboo Siddik College of Engineering, Mumbai, India 2Head of the Department, Department of Computer Engineering, MH Saboo Siddik College of Engineering, Mumbai, India ***

Keywords

International Research Journal of Engineering and Technology (IRJET) e ISSN: 2395 0056 Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p ISSN: 2395 0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page1410 A Comprehensive Review of Gamification in Healthcare: Incentives in Mobile Healthcare App Sabahat Ansari1, Ridaa Khot1, Zaiba Shaikh1 , Priti Yadav1, Dr. Zainab Pirani2

populationandaboutthroughexpectedshareincreased.mHealthquartermanagementthroughoutapplicationsrelatedsurgegrowthgamificationisquicklygainingpopularity.Withtherapidofsmartphoneuse,therehasbeenasignificantinthenumberofappsfocusedathealthandhealthactivities.Thereareover53,054health(apps)asof2021,availableforsmartphonestheworld,withexercise,diet,andweightappsbeingthemostpopular.Fromthefirstof2015tothefirstquarterof2021,thenumberofapplicationsaccessibleintheGooglePlayStoreThehealthcaregamificationindustry'srevenuesurpassedUSD25.3billionin2020,andit'stogrowataCAGRofaround14.6percent2027.In2020,exercisegamesaccountedfor51%ofthehealthcaregamificationmarketshare,theirappealamongyoungadultsandtheworkingwouldcontinuetoincrease[1].

1.INTRODUCTION

paper,definitioncasesvariesbeprofessionalrehabilitationmotivatingusefulinriseOverExercisegamestoincreasinglyinfluencethedemandforgamificationinthemarketthelastfiveyears,therehasbeenaroughlytenfoldinpeerreviewedresearchpublicationsongamificationthisfield.Gamificationconceptshavebeenproventobeinseveralhealthcarecircumstances,includingpeopletolivehealthierlives,assistingprocesses,andimprovinghealthcareeducation.Simultaneously,thereappearstonoconsensusonwhatdefinesgamificationandhowitfromother,similarconcepts.Forsomesuccessfulofgamifiedcontext,thereisstillagapintheandmeasurementofgameelements;inthisweaimtounderstandthekeygameelementsand

Fig. 2. Early acceptanceandtechnology savvyuserbase propelsthedemandinthedifferentregionThegoalofthissystematicreviewisto

©

2.3 Self Determination Theory

continuesindividualhealthKoivisto,inthesupportingpotentiallyTheexperiences,isculture,amountmotivatingengagement,viablearen'tthatgamification,solvethinkingandpeople'sbehaviour.Gamification,accordingtoZichermannCunningham(2011),istheprocessofusinggameandgamemechanicstoengageaudiencesandproblems[3].Tosimplifytheconceptofconsiderittheapplicationofthekeyaspectsmakegamesenjoyableandengagingtoactivitiesthatoftenconsideredgames.Gamificationappearstobeamethodforovercominginterestloss,increasinguserimprovingthequalityofhealthhabits,anduserstouseHealthappsforanextendedoftime.Itreferstothebroadspreadofgamesinsociety,andtechnology,aswellashowtechnologybeingalteredanddevelopedtoprovidepleasantmotivatingenforcement,andskillacquisition.motivationalandengagingpotentialofgamescanbeharnessedforsupportingthisbehaviorbytheemergenceofthesegamefulexperiencesincontextofhealthbehaviorbyemployinggamificationtheformofgameelementsandaffordances(Hamari&2015;Högbergetal.,2019)[4].Theanticipatedconsequencesmayultimatelymaterializeifanengagesinaspecifichealthactivityandtodoso.

Health Behaviour Change Theory

2.2

According to Edward L. Deci and Richard M. Ryan's SelfDetermination Theory (SDT), the essential psychological requirements that compose Self Determination are autonomy, competence, and relatedness. To fulfil Forde,connectionrequirements.selfdeterminationrequirements.Tosatisfytheability'stosatisfythedesireforsocial[6].Mekler,andOpwis(2015)comparedautonomy,

propose a term ofgame elements that can be implementedinthehealthcarecontext.

give a thorough overview of gamification's use and efficacy in thehealthcare sector, as well as to contribute to existing gamification research in variousareas.Wefirstmadeaclear and rigorous distinction between gamification research and otherformsofgame basedlearningstudies.Then we outlined the circumstances in which the gamification interventions took place, as well as the ideas that underpin them. Furthermore, we lookedat the impact of individual game features educationaletusingaconceptualframeworkcreatedbyLandersal.toorganizegameelementsinnoncontexts.

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2. RELATED WORK 2.1 Gamification In2008,Bret usedtheword"Gameification" ina

International Research Journal of Engineering and Technology (IRJET) e ISSN: 2395 0056

Gamification, according to Bunchball.com (2010), is the useofgamemechanicsinnon gameactivitiestoinfluence

Health behaviour, according to Gochman, encompasses personal qualities, psychological traits, behavioural inactivitytheirbeliefAccordingtheoreticalchange,knowledgeexplanatoryanthebehaviourunderstandingeffectiveresult,socialprocess,behaviourmaintenance,patterns,behaviours,andhabitsthatarerelatedtohealthrestoration,andimprovement.Healthchangeisacomplicatedandchallengingimpactedbyavarietyofelementssuchasemotion,influences,andawarenessofahealthproblem.Asaavarietyoftheorieshavebeenusedtodevelophealthtreatmentsandencourageabetterofhealthbehaviourchange.Thesehealthchangetheories(HBCTs)arewidelyutilisedinhealthcareindustryorarederivedfromit.WerefertoHBCTasapotentiallyrelevant,currentlyexistingmodelthathasshowntogiveusefultoexplainandforecasthealthbehaviourinagreementwithpreviousresearchonconsiderationsofgamification[5].totheHBM(HealthBeliefModel),aperson'sinapersonalriskofillnessordisease,aswellasbeliefintheeffectivenessofthesuggestedhealthoraction,canpredictwhethertheywouldengagethepractice.

Journal | Page1411

useDeterding,"gamification":Thebeganinformationweb"takingGamingblogposttitled"MyCoverageofLobbyoftheSocialSummit,"inwhichhedefinedthetermasgamemechanicsandapplyingthemtootherpropertiestoincreaseengagement."In2009,systems(IS)scholarsandpractitionerstopayattentiontotheideaofgamification.followingarethemostfrequentdefinitionsofGamification,asdefinedbyDixon,Khaled,andacke(2011),istheofgameelementsinnongamecontexts[2].

Fig. 3. Flowdiagramofsystematicreviewprocess

contextneededinvestigatedInteractionDeterminationinteractingintrinsiccompetence,evidenceroboticsdevicepreschoolerschildren'sChoecontext,disregardedsuch(2016)gamificationinformativecompetence,andintrinsicmotivationbetweenanandacontrolconditiononwork,andForde,Mekler,andOpwisfoundthatinformationalgamecomponentsaspointsintheformofscoreboardswere[7].SelfregulationinanondigitalaccordingtoHiniker,Lee,Sobel,and(2017),maybeappliedeffectivelytouseoftechnologybyprovidingtoolsforandparentstoorganisetheirbasedplaytime[8].Huang(2017)usedcompetitionsasatestbedtolookforofpeople'sdesireforautonomy,relatednesstootherhumans,andmotivationandemotionswhilewithrobots,utilisingtheSelfTheoryinHumanRobot[9].Noll,Razzak,andBeecham(2017)theeffectsofmisalignmentbetweenandrealautonomyonmotivationintheofglobalsoftwaredevelopment[10].

3.1 Research

3. METHODOLOGY

International Research Journal of Engineering and Technology (IRJET) e ISSN: 2395 0056 Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p ISSN: 2395 0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page1412 Databasen=60 Inclusion/criteriaExclusionn=25 passedEligibilityn= 35 Documents related to Systemic review scope n = 20 Screen by title and abstract n =15 Inclusion/criteriaExclusionn=9 Documents including gamification elements n = 11

3.2 Data Collection

(1) To discover phrases related to gamification, gamified, and gamifying, we used the search terms "gamif*."(2)Afterthat, weusedthefollowingcriteria for inclusion: one of the search strings relates to the name a conference or a journal from 2019 through 2021, The papers those were written in English, and the following were the exclusion criteria: publications methods,secondfromdone.healthpresentation;thethatdidn'thaveanythingtodowithgamification;Onlyabstractsofpapersareaccessible;TheworkshopTheusageofgamificationinanonenvironment;ResearchthathasalreadybeenInaddition,inthefirstphase,wecollecteddatathetitle,abstract,andkeywords,andinthestep,weextracteddatafromtheintroduction,andconclusions.

review.thenweprovideonpreviouslyabstract,ineligibilityinclusion/exclusioncreateSecond,investigwhichreviewresearch.AsystematicreviewwasconductedbyusforthisTheprocedurefordoingthesystematicwasasfollows:First,wedeterminedelectronicdatabaseswerebeingatedinrelationtothestudy'sobjectives.wedeterminedthetargetkeywordsandthesearchstring.Third,weidentifiedthecriteria,i.e.,themandatoryconditionsfordocumentstobeincludedthecurrentstudy.Fourth,usingthetitleandwescreenedthosedocumentsthatmettheeligibilitycriteria.Fifth,basedthecontentofthepapers,wechosethosethatinformationaboutgameelements;sixth,definedthemetricstocharacterisethemandwedeliveredtheresultsofthissystematic

decision:WedatabasesResearchGate,ElectricalResearchGoogleandthehealththeWelookedattheNHSHealthApplicationsLibrary,mHealthapps,andothertopratedmedical,andwellness,andfitnessapps(asdefinedbyAppleandGooglePlaystoresbasedonrevenuedownloads).Scholar,JournelofMedicalInternetPublications(JMIR),IEEE(InstituteofandElectronicsEngineers),andCiteseerXweretheelectronicthatweresearched.utilizedthefollowingfactorstomakeour

The result shows that apps effectively promoted the oral health of their children. However, reduction of PI, as the main cause of dental caries, was greater in children of mothers who usedthegamifiedapp[11].

This study presents a concept of using virtual reality in the cancer rehabilitation process and exemplifies

rehabilitationdigitallydesigninginputmentalalreadyimportantcybersicknessenjoyable,potentialdesignactivitiesofpatientparticipationintheprocess.Virtualrealityhasinbeingbothdistractingandwhilecertainaspectsofmightbeespeciallytoconsiderforausergroupexperiencingphysicalandissues.Theresultswillactasintheprocessoffurthervirtualapplicationsinreinforcedcancer[12].

The author design, the virtual smash room at the request of a patient with

2021 Persson J, Clifford D, Wallergård M, SandénU Cancer rehabilitation is central for helping patients and relatives create a functional everyday life based on the changes in life conditions. The needs are highly individual and include physical, mental, and social challenges. Cancer rehabilitation programs offer coping strategies, including guidelines on howtohandleemotions.

virtualprogramrehabilitationweekparticipatingplates.porcelain,thevirtualfrustrationtoolcancerwhowantedaforventingInthisenvironment,usercanbreakvases,andPatientsinalongcancertestedthesmashroom.

AppliedStudy

StudyCorrelational

theiroralmothersinstructionoralappgamificationassessmobileTheauthorsdesignaappandtheeffectofoftheonqualityofhealthofregardinghealthcareofchildren.

4. RESULTS

Table 1 summarises the extracted data from theselected publications, including the year of publication, authors, problempoints,proposal,studydesigntype,andperformanceevaluation.Table1.Summaryoftheextractdatafromtheselectedpapers

International Research Journal of Engineering and Technology (IRJET) e ISSN: 2395 0056 Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p ISSN: 2395 0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page1413

Year Authors Problem Points Proposal Type of DesignStudies Performance Evaluation

2021 andMokhtaranShahhosseini,HouraShirmohammadiMinaMitraZolfaghari,MehrshadSimin Z. Mohebbi To encourage healthy oral health related Behaviorsandto design electronic apps with educational content for oral health instruction ofmothers.

gamificationfurtherstartingpreferencesGamificationcontextualunderstandingTocontributetoabetterofdifferencesofelementsandprovidepointsforresearchon

Investigating the Influence of GamificationPersonalised on Mobile SurveyUserExperience

2021 Carlier Femke De

nutritionnotusersupposedexample,narratives,Implementingfieldapracticalhavecontext.Thefindingsawiderangeofpplicationsintheofnutrition.GEforwhichistoincreaseengagement,ispreferredinthecontext.

Backere

Dries Coppens

FilipDeTurck

It was discovered that users prefer meaningful GEs in a nutrition related

AppliedStudy Research on this topic is likely to significantly expand the understanding of kinesiotherapy and the impact of exergames. To the best of our arePatientGameprojectofstudiesknowledge,thismaybeoneofthefirstexploringepigeneticoutcomesexergaminginterventions.ThewasfundedinOctober2019.developmenttookplacein2020.recruitmentandclinicaltrialsplannedfor2021[13].

StudyCorrelational positionrecipes,rewards,seeexperiment.rewardsomeselectionResultsofthestudywerelimited,astheofGEsexamineddiffersinrespects.TheuseofaphysicaldistortedthestructureoftheItwouldbeinterestingtoiftheimplementationofvirtualforexample,freehealthywouldleadtoadifferentrank[14].

To evaluate the effects of kinesiotherapy with exergaming on older women’s epigenetic marks and cognitive ability, as well as on their clinical functional variables. The author develops a virtual clinic exergame with 8 types of Afterward,exercises.kinesiotherapy they conduct a 1:1 randomized clinical trial to compare the practice of kinesiotherapy with (interventionexergames group) against (controlkinesiotherapyconventionalgroup).

CarolinJung

Stéphanie

2021 Michelle Berger

International Research Journal of Engineering and Technology (IRJET) e ISSN: 2395 0056 Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p ISSN: 2395 0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page1414 2021 Patrícia Paula Henrique,Bazzanello Perez FMP, Becker OHC, KinesiotherapyVR,D,A,EA,BelleiBiduskiD,KorbPochmannDaniC,ElsnerDeMarchiACB

This study investigates the impact of a reusable mobile survey application that 37.5traditionalexperienceaapplicationTheexperience.gamificationpersonalizedemploysonusergamifiedprovidesbetteroveralluserthanthesurvey.percentof StudyCorrelational appseries28resultsHexadofexperienceAstudyhasfoundthattheoveralluserisslightlyhigherthanthatthenongamifiedversionofthePlayerTypeFramework.Theofthestudywereobtainedfromparticipantswhotookpartinaofsurveysabouttheiruseofthe[15].

PaperResearch gamesorwholeresultsapproachaisbutTraditionalpoststroketherapyisusefulpatients'motivationandadherencestillaproblem.Thisarticleproposesgamebasedinhomerehabilitationforpoststrokepatients.Theshowedthatthesystemasawasusableregardlessofgenderpreviousexperiencewithvideo[18].

International Research Journal of Engineering and Technology (IRJET) e ISSN: 2395 0056 Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p ISSN: 2395 0072

Over 1000 medical and healthcare students were surveyed via an qonlineuestionnaire. The techniques.gamificationofstudents'understandingbetterdesignedendedclosedsurveyincludedbothandopenquestionstogainaofperceptioninclass

gamified users thought the survey itlastedlesstimethandid.

2020 Paul Tamayo SamirSerrano Garbaya Saida Bouakaz PierreBlazevic

classes.PurposesandlanguagesuseanThestudyaimedtogainunderstandingoftheofgamificationinforMedicalHealthcare(LMHP)

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StudyCorrelational Student’svoiceisanessentialandasset toa university. This is even moresoin healthcare and medical education, [16].experienceGamificationThetheinstructorsanotherprwherethesinkorswimattitudeisstillesent.Gamificationmayprovidemethodthroughwhichmotivatestudentstolearntargettheyareaimingfor.authorsconcludethatthesuccessofliesinmakingthelearningengagingandinteractive

Thepatients’motivation and adherence to a rehabilitation regime is still a problem. To address this problem, this article proposed a gamebased in home rehabilitation approach forpost strokepatients.

The result proved that implementing healthimpactthechangingintegratingItgamificationhavegamificationinHealthandfitnessappsbecomewidelypopular,usingelements.alsoshowsthatthereisalackofimportantelementsofhealthbehaviourtheoryfrommodernappindustry,thatmayfalltogamificationappstochangebehaviour[17].

2020 Hamidur Rahaman Pial healthcare/fitnessTomakethe app moreinteresting for the user. The authors developed a mobile App that usesgame based betterdesignhumancharacteristicslearningandcanteredtoattractandsuittheuser.

therapy.rehabilitationundeinrachievemotivationashavebeendevelopedatooltomaintainandehabilitationgoalspatientswhoarergoingstroke

2021

Gamebased systems

StudyResearchExploratory

GabriellaErikaAlexandraTimeaNémethCsongorMarekHild

CaseStudy These findings suggest gamification is one of the most important tools today in changing mindset of the stakeholders, setting effective strategies for social transformation and we can recognize the level of learning and achievement, practicefeedbackwithrelativelyinformalandimmediateinrelevancetodayto[20].

advancementTechnological in healthcare is in an explosive growth phase, and there is likely a role for interventions.regulatoryofwithprotectthehealthcareagamifiedbehaviour.approachgamificationasanexttomodifyAspplicationsforincrease,bestwaytopatientsisacombinationproviderand

StudyResearchExploratory

A two way gaming interface might allow the digital practitioner to watch the patient's development, rectify deficiencies that are discovered, adapt the game accordingly. tomeasurescombinationofproviderandregulatoryisthemosteffectivestrategyprotectpatients[21].

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2019 Eli G. Phillips Jr, ChadiPharmD,JD;Nabhan, MD, BruceMBA A. Feinberg DO theirhealthmightwhetherappsspecializes"Digitalpracticedevelopmenthasestablished.hasinTheroleofpractitionerstheeraofgamificationnotbeenwellTheneedarisenforofclinicalguidelines.practitioner"inhealthcareandassessesgameappsimprovepatients'bymodulatingbrainactivity.

To identify opportunities for Igamificationntheelective primary fast track total hip and knee arthroplasty journey to support patient’s health related behavior.

Journal The result shows that the effectively promoted the knee and arthroplasty journey and most opportunities were in the context personalized counselling, monitoring, andsocialsupport[19].

2019 MohamedBuheji To enhance the integration of gamification in more public services and to present around the opportunities and learning that comes from gamifying the changeinitiatives. The author investigates how the constructsgamificationdifferent and healthcareinvetechniqueshelpinrentingthepublicservices.

MinnaKoivisto,Pikkarainen.

International Research Journal of Engineering and Technology (IRJET) e ISSN: 2395 0056

2020 Mia Jansson, Jonna

The authors develop a mobile app for digital gamified solutions for exploring the use of specialization.andreplacementlimbgamificationtolowerjointjourneyother

Table2:GameElementsusefultohealthcareapp GameElements Examples UsefulnesstoGamificationinhealthcareappdesign (Progression)Achievement  Points  Badges  Levelling  Leaderboards  Progression bars Certificates Level completion and skill improvement provide enjoyment to game players.

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TheUsersappreciatethesamekindsofacknowledgement.feelingofprogressencouragestokeepgoing.Leader Thepointsandbadges,giveasocialstatuselement.taskcompletioncertificateisaproofofaccomplishment

gamificationThislearningandGamificationaofGamification,ratherthanbeingasimplesolutiongamebaseddesigncharacteristics,willbecomestrategicmanagementtoolinthefuture.willbeabouthowwethink,cooperate,collaboratetococreateanewmethodofandcommunitydevelopment.reviewcontributestotheburgeoningareaofinhealthcareapplicationsby

motivateddreamlikeeverythingtoIt'ssimplerthanevertoprovideexcellentconsumerexperiencesinrealtimedueAIbasedpersonalization.Individualpreferencesmaybeaccommodatedinfromavatarselectionandcustomizationtolookandfeelsettings(e.g.,athemeoravibrantcolourtheme).Patientsaremoreengagedandwhentheyaretreatedindividually.

Personalization  Avatarselection  AvatarCustomization  Characternaming  conversationInteractive(ICI)

Microinteractions  SFX  Toggles  Animatedrollovers ofhoverWhenitcomestocreatingamemorableexperience,thefinerpointsarecrucial.Astateanimation,asoundeffect,oracutscreennarrativeareallexamplespleasantmomentsandmicrointeractionsingames.Butwatchoutfortoomuch  Eastereggs flamboyance! Using music, sophisticated animations, and beautiful transition screens, provide nuanced environmental reactions to patients and users activities.

Time  Countdown  Schedule

design.thesmartphoneofandstraightforward.subsequentintervention'scomponentstheprovidingevidenceforfutureresearchanddeterminingbestwaytoemploybehaviourmodificationinsmartphonegames.ThelinkbetweenanbehaviourchangemethodcontentandthehealthbehaviourchangeisnotMoreapproachesaren'talwaysbetter,moreresearchisneededontheprecisecombinationstechniquesthataremostlikelytoworkingames.Thefollowingtablesummarizesgameelementsthatcanbeusedinhealthcareapp

addcaptivatingIncorporatecalamityUsersinterestandmotivationarepiquedbyanadventuresetting,apreventingscenario,oradefeatingthedisease.theonceexperiencefromthetreatmentoflethaldiseasesintoastory.Toimmersethepatientandusers'choicesintotheplot,characters,conflicts,andresolution.

handashealthcareTimers(whichcounttotaltime)andcountdownclocksareapopularthemeingamessuchasfitnessandnutrition.Evenatimetableofevents,such"beforeIdoBandC,ImustfirstdoA,"mightassistpeoplefocusontheworkatandtheirdiet.

boards, as well as

in training e.g. therapyanddiet. Rewards  Equipment, tools and other resourcesto use ingame  Collectibles  Bonuses  Powerups

effort,Extrinsicintervals.RewardsRewardtheRewards,whicharecloselyconnectedtoaccomplishment,canbeincludedintowellbeingprocess.schedules,bothvariableandfixed,arecommongamemechanics.canbeearnedbycompletingaseriesoftasksorgivenoutatregularmotivationandrecognitionareprovidedthroughrewardsfortime,andhealthimprovement.

Story  Narrativearc  Quest:Thehero’s journey

[14] Preferences:NutritionBerger,Michelle&Jung,Carolin.(2021).GamificationinAppsUsers'GamificationElementABestWorstScalingApproach.

[6] Legault, Lisa. (2017). Self Determination Theory.10.1007/978 3319 28099 8_1162 1. [7] Forde, S.F., Mekler, E.D., & Opwis, K. (2015). Informational vs. Controlling Gamification: A Study Design. In Proceedings of the 2015 Annual Symposium on Computer Human Interaction in Play (CHI PLAY’15) (517 522). ACM, New York, NY, USA. https://doi.org/10.1145/2793107.2810297

[8] Hiniker, A., Lee, B., Sobel, K., & Choe, E.K. (2017). Plan; Play: Supporting Intentional Media Use in Early Childhood. In Proceedings of the 2017 Conference on Interaction Design and Children (IDC’17) (85 95).ACM,NewYork, NY,USA.

[16] OutcomesMedicalHild,Németh,Timea&Csongor,Alexandra&Marek,Erika&Gabriella.(2021).GamificationinLanguagesforandHealthcarePurposesClasses:TheofaEuropeanSurvey.8.

[10]

[2] Deterding, S., Dixon, D., Khaled,R., &Nacke, L. (2011), From Game Design Elements to Gamefulness: Defining “Gamification”. In MindTrek’11.Tampere,Finland.ACM. [4] Högberg, Johan & Hamari, Juho & Wästlund, Erik. (2019). Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use. User Modeling and UserAdapted Interaction. 29. 10.1007/s11257 019 09223 w.

(EASE’17)(394 399).ACM, New York, NY, https://doi.org/10.1145/3084226.3084277USA.

[18] P. Tamayo Serrano, S. Garbaya, S. Bouakaz and P. Blazevic, "A GameBased Rehabilitation Therapy for Post Stroke Patients: An Approach for Improving [3] Bunchball.com (2010). Gamification101:

[15] Carlier, S.; Coppens, D.; De Backere, F.; De Turck, F. onInvestigatingtheInfluenceofPersonalisedGamificationMobileSurveyUserExperience.Sustainability 2021, 13,10434.https://doi.org/10.3390/su131810434

[13] Henrique PPB, Perez FMP, Becker OHC, Bellei EA, 2021;10(10):e32729MixedFunctionalPotentialMarchiBiduskiD,KorbA,PochmannD,DaniC,ElsnerVR,DeACBKinesiotherapyWithExergamingasaModulatorofEpigeneticMarksandClinicalVariablesofOlderWomen:ProtocolforaMethodsStudyJMIRResProtoc

maketousingformed.newinterpretationrelatedmoreprovidingfieldmodificationWelanguagegameWehavedemonstratedthebroadinterpretationofcomponentsinthisstudy,aswellasanewtoexplainhowgamificationisproduced.presentanoverviewoftheuseofbehaviourapproachesintherapidlyexpandingofsmartphonegames,withthegoalofinsightsthatwillhelpdevelopersbuildsuccessfulapplicationstomodifyhealthbehaviours.We'veseenevidenceofabroadofgamecomponents,aswellasalanguagetodescribehowgamificationisThebenefitsandrisksshouldbeassessedestablishedprocedurestoallowconsumersmakeinformedjudgmentsandhealthsystemstoreimbursementdecisions.

REFERENCES [1] Healthcare Gamification Market Size By Game Type 2020 2027 analysis/healthcarehttps://www.gminsights.com/industrygamificationmarket

International Research Journal of Engineering and Technology (IRJET) e ISSN: 2395 0056 Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p ISSN: 2395 0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008 Certified Journal | Page1418 6. CONCLUSION

https://doi.org/10.1145/3078072.3079752

[9] InteractionInternationalInofHuang,L.(2017).QualitativeAnalysisoftheApplicationSelfDeterminationTheoryinRoboticsTournaments.ProceedingsoftheCompanionofthe2017ACM/IEEEConferenceonHumanRobot (HRI’17) (135 136). ACM, New York, NY, USA.https://doi.org/10.1145/3029798.3038342

EngineeringConferenceEmpiricalandNoll,J.,Razzak,M.A.,&Beecham,S.(2017).MotivationAutonomyinGlobalSoftwareDevelopment:AnStudy.InProceedingsofthe21stInternationalonEvaluationandAssessmentinSoftware

[5] Glanz, Karen, Maddock, Jay " Encyclopedia of PublicHealth” https://www.encyclopedia.comEncyclopedia.com.22Sep.2021

[11] Zolfaghari, Mitra & Shirmohammadi, Mina & Shahhosseini, Houra & Mokhtaran, Mehrshad & 10.1186/s12903randomizedoralgamifiedMohebbi,Sz.(2021).Developmentandevaluationofasmartphonemobilehealthapplicationforhealthpromotioninearlychildhood:acontrolledtrial.BMCOralHealth.21.020013742. [12] 10.2196/29763.RehabilDigitallyParticipatorySmashPerssonJ,CliffordD,WallergårdM,SandénU.AVirtualRoomforVentingFrustrationorJustHavingFun:DesignofVirtualEnvironmentsinReinforcedCancerRehabilitation.JMIRAssistTechnol.2021Oct7;8(4):e29763.doi:PMID:34617913.

[17] Pial, Hamidur Rahaman. (2020). Gamification in Healthcare and Fitness application. 10.13140/RG.2.2.29502.10566/1.

Patient Motivation and Engagement," in IEEE 10.1109/MSMC.2020.3002519.pp.Systems,Man,andCyberneticsMagazine,vol.6,no.4,5462,Oct.2020,doi:

[19] Jansson M, Koivisto J, Pikkarainen M. Identified opportunities for gamification in the elective primary fast track total hip and knee arthroplasty journey: Secondary analysis of healthcare professionals' interviews. J Clin Nurs. 2020 Jul;29(13 14):2338 2351. doi: 10.1111/jocn.15246. Epub2020Apr12.PMID:32222001.

Volume: 09 Issue: 01 | Jan 2022 www.irjet.net p ISSN: 2395 0072 © 2022, IRJET | Impact Factor value: 7.529 | ISO 9001:2008

[21] Phillips EG Jr, Nabhan C, Feinberg BA. The gamificationof healthcare: emergence of the digital practitioner?AmJManagCare.2019Jan;25(1):13 15. PMID:30667606.

[20] Buheji, Mohamed. (2019). Gamification Techniques to ReInvent Public Healthcare Services A Case Study.9.339 351.10.5296/ijhrs.v9i2.14888.

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Issuu converts static files into: digital portfolios, online yearbooks, online catalogs, digital photo albums and more. Sign up and create your flipbook.