2020
DOI: 10.2196/19280
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Archetypes of Gamification: Analysis of mHealth Apps

Abstract: Background Nowadays, numerous health-related mobile apps implement gamification in an attempt to draw on the motivational potential of video games and thereby increase user engagement or foster certain health behaviors. However, research on effective gamification is still in its infancy and researchers increasingly recognize methodological shortcomings of existing studies. What we actually know about the phenomenon today stems from fragmented pieces of knowledge, and a variety of different perspect… Show more

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Cited by 50 publications
(36 citation statements)
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“…Gamification, which is just one strategy of many to improve adherence and engagement, is defined as the use of game design elements in non-game contexts (22). Gamification of digital health and wellness technologies via gaming elements have been effectively used to optimize patient engagement, attention, motivation, and adherence to treatments and healthy lifestyle behaviors (22)(23)(24). For example, a clinically validated gamification health application Rafi-Tone was developed to promote effective inhaler techniques in asthmatic children, who may be at higher risk of getting sick from COVID-19, through a series of challenging games (25).…”
Section: Gamificationmentioning
confidence: 99%
“…Gamification, which is just one strategy of many to improve adherence and engagement, is defined as the use of game design elements in non-game contexts (22). Gamification of digital health and wellness technologies via gaming elements have been effectively used to optimize patient engagement, attention, motivation, and adherence to treatments and healthy lifestyle behaviors (22)(23)(24). For example, a clinically validated gamification health application Rafi-Tone was developed to promote effective inhaler techniques in asthmatic children, who may be at higher risk of getting sick from COVID-19, through a series of challenging games (25).…”
Section: Gamificationmentioning
confidence: 99%
“…Using gamification in mHealth apps is a relatively young and emerging trend (Schmidt-Kraepelin et al, 2020 ) that has the potential to promote behavioral health changes (Miller et al, 2016 ), to improve user self-management (Charlier et al, 2016 ), and to overcome a loss of interest and user engagement over time (Schmidt-Kraepelin et al, 2020 ). Several contemporary studies have applied various “game design elements in non-game contexts” (Deterding et al, 2011 , p. 10), for example, in chronic disease rehabilitation (AlMarshedi et al, 2015 ) and mental health (Miloff et al, 2015 ).…”
Section: Theoretical Foundations and Hypothesis Developmentmentioning
confidence: 99%
“…Several contemporary studies have applied various “game design elements in non-game contexts” (Deterding et al, 2011 , p. 10), for example, in chronic disease rehabilitation (AlMarshedi et al, 2015 ) and mental health (Miloff et al, 2015 ). By analyzing 143 apps from the Apple App Store and the Google Play Store, Schmidt-Kraepelin et al ( 2020 ) identify eight archetypes of gamification that are applied in mHealth apps (e.g., competition and collaboration, episodical compliance tracking, internal rewards for self-set goals). Previous research has shown that gamification can increase user satisfaction by fulfilling psychological needs, such as social relatedness (Sailer et al, 2017 ) and by increasing motivation or improving users’ emotional experiences (Sardi et al, 2017 ).…”
Section: Theoretical Foundations and Hypothesis Developmentmentioning
confidence: 99%
“…a general cultural and societal transformation stemming from an increased engagement with games and gameful interactions). As gamification in HBCSSs is predominantly applied as a design strategy that explicitly aims to increase motivation or promote continuous system usage in order to ultimately sustain desirable health behaviors [8,17], we solely focus on intentional gamification in this study.…”
Section: Gamification Projectsmentioning
confidence: 99%
“…However, in some contexts, consequences may be more severe. For instance, gamification is prominently implemented in health behavior change support systems (HBCSSs) to foster beneficial health behaviors like increased physical activity [7,8]. In such contexts, the consequences of gamification project failure may be particularly severe, as it may translate to negative influences on users' health [9].…”
Section: Introductionmentioning
confidence: 99%