2019
DOI: 10.1007/978-3-030-16187-3_1
|View full text |Cite
|
Sign up to set email alerts
|

Blood4Life: A Mobile Solution to Recruit and Retain Blood Donors Through Gamification and Trans-Theoretical Model

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
2
0
3

Year Published

2020
2020
2023
2023

Publication Types

Select...
2
2
1

Relationship

0
5

Authors

Journals

citations
Cited by 6 publications
(5 citation statements)
references
References 19 publications
0
2
0
3
Order By: Relevance
“…However, most of the studies have adopted badges, points, and leaderboards in their studies. The studies [29], [36], [37] have shown that badges are collectible prizes that mark task completions. Badges have been widely adopted in the majority of the gamified applications.…”
Section: F Assessment and Discussion Of Research Questionsmentioning
confidence: 99%
See 1 more Smart Citation
“…However, most of the studies have adopted badges, points, and leaderboards in their studies. The studies [29], [36], [37] have shown that badges are collectible prizes that mark task completions. Badges have been widely adopted in the majority of the gamified applications.…”
Section: F Assessment and Discussion Of Research Questionsmentioning
confidence: 99%
“…The studies [26], [28], [40], [49] focused on defining how gamification and different gaming elements work to trigger the user motivational mechanism. Moreover, the studies [55], [29] presented a game-based solution to recruit and retain blood donors. The resolution was offered by considering how gamification affects behavior change.…”
Section: F Assessment and Discussion Of Research Questionsmentioning
confidence: 99%
“…O aumento de doenças, acidentes e cirurgias tem acarretado substancial crescimento na demanda mundial por sangue. Como o suprimento de sangue é consideravelmente superado pela necessidade imediata e crucial de transfusões de sangue, o recrutamento e a retenção de doadores voluntários qualificados representam um desafio agudo para os hemocentros (SARDI et al, 2019).…”
Section: Motivaçãounclassified
“…O objetivo da gamificação é aumentar o engajamento e a motivação dos usuários em tarefas normalmente monótonas e repetitivas (BASTEN, 2017). Como aponta Sardi et al (2019), a gamificação pode impulsionar, através da motivação, mudanças positivas no comportamento das pessoas, principalmente nas gerações mais jovens por conta de sua afinidade com videogames. A Tabela 1 apresenta os elementos mais comuns de gamificação empregados em softwares "não-jogos".…”
Section: Gamificaçãounclassified
See 1 more Smart Citation