2012
DOI: 10.1002/hfm.20519
|View full text |Cite
|
Sign up to set email alerts
|

Designing a web‐based behavior motivation tool for healthcare compliance

Abstract: As one of the causes of increasing population with chronic diseases, low compliance with healthy lifestyle has been a major challenge in the healthcare industry. Not seeing immediate positive outcomes, many people became frustrated and stopped adhering to health plans that offer long‐term benefits. Studies have suggested that peer supports are effective to improve compliance, and social cognitive theories have indicated that personal realization and confidence enhanced through entertaining gaming elements coul… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
11
0

Year Published

2015
2015
2021
2021

Publication Types

Select...
7
1
1

Relationship

0
9

Authors

Journals

citations
Cited by 14 publications
(11 citation statements)
references
References 20 publications
0
11
0
Order By: Relevance
“…In his study, Cugelman [5] emphasized the importance of gamification being able to help sustain long-term behavior change in order for it to be considered effective. [48] Compliance with exercise and diet prescriptions [32] Support for Breastfeeding [56]…”
Section: Types Of Studiesmentioning
confidence: 99%
See 1 more Smart Citation
“…In his study, Cugelman [5] emphasized the importance of gamification being able to help sustain long-term behavior change in order for it to be considered effective. [48] Compliance with exercise and diet prescriptions [32] Support for Breastfeeding [56]…”
Section: Types Of Studiesmentioning
confidence: 99%
“…They noted that the social and gamification features of their intervention were inherently linked with each other and that they were designed to capitalize on social comparison, support, and influence. Lin et al [32] propose a social gaming portal which aimed at leveraging peer influence to achieve a behavior change in accordance with SCT. They argue that people play games due to the need for self-esteem and consequently used social connectivity to elicit self-esteem.…”
Section: Self-regulation Theory (2 Studies)mentioning
confidence: 99%
“…As already happens for the purposes of healthcare compliance [93], meaningful groups can be formed by using intelligent algorithms. With such an algorithm in place, it is more likely that the "intender" behaves in compliance with this group, adopting its eating norms and engaging in SNB through strong group identification because participants can be addressed by others who are close to them and identify with the target persons' characteristics.…”
Section: Designing Gamification To Promote Sustainable Nutritional Bementioning
confidence: 99%
“…Consequently, if devices cannot accumulate activity records for a week, to meet this recommendation, users must calculate their weekly activity levels. In addition, the main purpose of the measurement of physical activity is to provide feedback to the user, thereby increasing motivation and enabling targets to be set and aimed toward [3,21]. Complicated feedback systems are a potential barrier to the popularization of devices; simple indicators are more suitable for public consumption.…”
Section: Introductionmentioning
confidence: 99%