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Abdulrahman Abdulla El-Hilly, Sheeraz Syed Iqbal, Maroof Ahmed, Yusuf Sherwani, Mohammed Muntasir, Sarim Siddiqui, Zaid Al-Fagih, Omar Usmani, Andreas B Eisingerich
BACKGROUND: Finding ways to increase and sustain engagement with mHealth interventions has become a challenge during application development. While gamification shows promise and has proven effective in many fields, critical questions remain concerning how to use gamification to modify health behavior. OBJECTIVE: The objective of this study is to investigate how the gamification of mHealth interventions leads to a change in health behavior, specifically with respect to smoking cessation...
October 24, 2016: JMIR Serious Games
E A Edwards, J Lumsden, C Rivas, L Steed, L A Edwards, A Thiyagarajan, R Sohanpal, H Caton, C J Griffiths, M R Munafò, S Taylor, R T Walton
OBJECTIVE: Smartphone games that aim to alter health behaviours are common, but there is uncertainty about how to achieve this. We systematically reviewed health apps containing gaming elements analysing their embedded behaviour change techniques. METHODS: Two trained researchers independently coded apps for behaviour change techniques using a standard taxonomy. We explored associations with user ratings and price. DATA SOURCES: We screened the National Health Service (NHS) Health Apps Library and all top-rated medical, health and wellness and health and fitness apps (defined by Apple and Google Play stores based on revenue and downloads)...
October 4, 2016: BMJ Open
Maha El Tantawi, Shazia Sadaf, Jehan AlHumaid
OBJECTIVES: To assess the satisfaction of first-year dental students with gamification and its effect on perceived and actual improvement of academic writing. METHODS: Two first-year classes of dental undergraduate students were recruited for the study which extended over 4 months and ended in January 2015. A pre-intervention assessment of students' academic writing skills was performed using criteria to evaluate writing. The same criteria were used to evaluate the final writing assignment after the intervention...
September 26, 2016: European Journal of Dental Education: Official Journal of the Association for Dental Education in Europe
Alaa AlMarshedi, Gary Wills, Ashok Ranchhod
BACKGROUND: Self-management of chronic illnesses is an ongoing issue in health care research. Gamification is a concept that arose in the field of computer science and has been borrowed by many other disciplines. It is perceived by many that gamification can improve the self-management experience of people with chronic illnesses. This paper discusses the validation of a framework (called The Wheel of Sukr) that was introduced to achieve this goal. OBJECTIVE: This research aims to (1) discuss a gamification framework targeting the self-management of chronic illnesses and (2) validate the framework by diabetic patients, medical professionals, and game experts...
September 9, 2016: JMIR Serious Games
Ruofei Hu, Jorge Cancela, Maria Teresa Arredondo Waldmeyer, Gloria Cea, Elpis-Athina Vlachopapadopoulou, Dimitrios I Fotiadis, Giuseppe Fico
Childhood obesity is becoming one of the 21st century's most important public health problems. Nowadays, the main treatment of childhood obesity is behavior intervention that aims at improve children's lifestyle to arrest the disease. Information and communication technologies (ICTs) have not been widely employed in this intervention, and most of existing ICTs systems are not having a long-term effect. The purpose of this paper is to define a system to support family-based intervention through a state-of-the-art analysis of family-based interventions and related technological solutions first, and then using the analytic hierarchy process to derive a childhood obesity family-based behavior intervention model, and finally to provide a prototype of a system called OB CITY...
2016: IEEE Journal of Translational Engineering in Health and Medicine
Nuno Ribeiro, Luís Moreira, Ana Barros, Ana Margarida Almeida, Filipe Santos-Silva
OBJECTIVES: This study sought to explore the views and experiences of healthy young adults concerning the fundamental features of a cancer prevention smartphone app that seeks behaviour change. METHODS: Three focus groups were conducted with 16 healthy young adults that explored prior experiences, points of view and opinions about currently available health-related smartphone apps. Then, an online questionnaire was designed and applied to a larger sample of healthy young adults...
October 2016: International Journal of Medical Informatics
Menna Brown, Noelle O'Neill, Hugo van Woerden, Parisa Eslambolchilar, Matt Jones, Ann John
BACKGROUND: Adherence to effective Web-based interventions for common mental disorders (CMDs) and well-being remains a critical issue, with clear potential to increase effectiveness. Continued identification and examination of "active" technological components within Web-based interventions has been called for. Gamification is the use of game design elements and features in nongame contexts. Health and lifestyle interventions have implemented a variety of game features in their design in an effort to encourage engagement and increase program adherence...
2016: JMIR Mental Health
Richard Ward, Karim M Taha
Our aim was to develop and assess the feasibility of an education tool to improve health outcomes of patients with thalassemia. Thirty-five patients attending a Canadian thalassemia clinic were enrolled. Acting in an expert role, they participated in a Delphi method to reach consensus as to what tools and information should be incorporated in the development of a self management smartphone app. One- and 6-month usability and health impact feedback surveys were built-in. Sixty percent of responders were 18-34 years old, over 50...
August 18, 2016: Hemoglobin
Hollie Wilson, Stoyan R Stoyanov, Shailen Gandabhai, Alexander Baldwin
BACKGROUND: Driving after the consumption of alcohol represents a significant problem globally. Individual prevention countermeasures such as personalized mobile app aimed at preventing such behavior are widespread, but there is little research on their accuracy and evidence base. There has been no known assessment investigating the quality of such apps. OBJECTIVE: This study aimed to determine the quality and accuracy of apps for drink driving prevention by conducting a review and evaluation of relevant mobile apps...
2016: JMIR MHealth and UHealth
J D Burgess, C M Cameron, K Watt, R M Kimble
BACKGROUND: Globally, burns are the fifth leading cause of non-fatal children's injuries, and the leading cause of childhood burns is hot beverage scalds. Although there have been a number of programmes aimed at preventing scalds in children, very few have specifically addressed hot beverage scalds, and fewer have reported a reduction in injury rates. In Australia, hot beverage scalds account for 18 % of all childhood burns - a figure that has remained constant for the past decade. Innovative new technologies, such as Smartphone applications (apps), present a novel way for delivering individual-level injury prevention messages...
2016: Trials
Stacey Brull, Susan Finlayson
Gamification is being used in the business industry as a way to engage employees into achieving organizational goals, as well as incentivize customers to use their products. More recently, gamification has become a powerful instructional method in K-12 education, as well as top colleges and universities. Health care is still in the early stages of embracing gamification in education; however, some of this may be due to a knowledge deficit related to what gamification is and how it could be applied in the health care setting...
August 1, 2016: Journal of Continuing Education in Nursing
Irene Lasorsa, Pierluigi D Antrassi, Miloš Ajčević, Kira Stellato, Andrea Di Lenarda, Sara Marceglia, Agostino Accardo
OBJECTIVE: Solutions for improving management of chronic conditions are under the attention of healthcare systems, due to the increasing prevalence caused by demographic change and better survival, and the relevant impact on healthcare expenditures. The objective of this study was to propose a comprehensive architecture of a mHealth system aimed at boosting the active and informed participation of patients in their care process, while at the same time overcoming the current technical and psychological/clinical issues highlighted by the existing literature...
2016: Applied Clinical Informatics
Jim Lumsden, Elizabeth A Edwards, Natalia S Lawrence, David Coyle, Marcus R Munafò
BACKGROUND: Cognitive tasks are typically viewed as effortful, frustrating, and repetitive, which often leads to participant disengagement. This, in turn, may negatively impact data quality and/or reduce intervention effects. However, gamification may provide a possible solution. If game design features can be incorporated into cognitive tasks without undermining their scientific value, then data quality, intervention effects, and participant engagement may be improved. OBJECTIVES: This systematic review aims to explore and evaluate the ways in which gamification has already been used for cognitive training and assessment purposes...
2016: JMIR Serious Games
Frederic Klein, Cassandra Severijns, Daniela Albiez, Eugen Seljutin, Marko Jovanović, Milad Eyvazi Hesar
Addressing the correlation of hospital acquired infections and insufficient hand hygiene, we propose a supportive system to enhance the individual hygiene habits of health care workers. By applying gamification to incentivize health care professionals while maintaining a high standard of privacy and usability, the system focuses on technical simplicity by using concepts like bring your own device in a scaleable proof of concept implementation.
2016: Studies in Health Technology and Informatics
Mark Bukowski, Martin Kühn, Xiaoqing Zhao, Ralf Bettermann, Stephan Jonas
No abstract text is available yet for this article.
2016: Studies in Health Technology and Informatics
Guido Giunti
Increasing lifespans for chronic disease sufferers means a population of young patients who require lifestyle intervention from an early age. For multiple sclerosis (MS) patients, social problems begin with the decline of cognitive skills and their quality of life is affected. In this workshop, organizers will propose participants to work on different gamification design approachs to solve MS patients' engagement problem. Participants will obtain skills that can be extrapolated to other conditions that require patients change to adopt a different behavior...
2016: Studies in Health Technology and Informatics
Frederic Ehrler, Johan Siebert, Rolf Wipfli, Cyrille Duret, Alain Gervaix, Christian Lovis
When visiting the emergency department, the perception of the time spent in the waiting room before the beginning of the care, may influence patients' experience. Based on models of service evaluation, highlighting the importance of informing people about their waiting process and their place in the queue, we have developed an innovative information screen aiming at improving perception of time by patients. Following an iterative process, a group of experts including computer scientists, ergonomists and caregivers designed a solution adapted to the pediatric context...
2016: Studies in Health Technology and Informatics
Mark Bukowski, Martin Kühn, Xiaoqing Zhao, Ralf Bettermann, Stephan Jonas
Gamification is used in clinical context in the health care education. Furthermore, it has shown great promises to improve the performance of the health care staff in their daily routine. In this work we focus on the medication sorting task, which is performed manually in hospitals. This task is very error prone and needs to be performed daily. Nevertheless, errors in the medication are crucial and lead to serious complications. In this work we present a real world gamification approach of the medication sorting task in a patient's daily pill organizer...
2016: Studies in Health Technology and Informatics
Arlene E Chung, Asheley C Skinner, Stephanie E Hasty, Eliana M Perrin
We developed and pilot tested a mHealth intervention, "Tweeting to Health," which used Fitbits, Twitter, and gamification to facilitate support for healthy lifestyle changes in overweight/obese (OW) and healthy weight (HW) young adults. Participants tracked activity and diet using Fitbits and used Twitter for messaging for 2 months. Physical activity, dietary intake, and Tweets were tracked and participants completed surveys at enrollment, 1 month, and 2 months. Descriptive statistics were used to examine steps/day, physical activity intensity, lifestyle changes, and total Tweets...
June 16, 2016: Clinical Pediatrics
Olga Radchuk, Wolfgang Kerbe, Markus Schmidt
Public participation in science and gamification of science are two strong contemporary trends, especially in the area of emerging techno-sciences. Involvement of the public in research-related activities is an integral part of public engagement with science and technologies, which can be successfully achieved through a participatory game design. Focusing on the participatory dimension of educational games, we have reviewed a number of existing participation heuristics in light of their suitability to characterize available mobile and browser science games...
June 13, 2016: Public Understanding of Science
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