[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/3154862.3154939acmotherconferencesArticle/Chapter ViewAbstractPublication PagespervasivehealthConference Proceedingsconference-collections
research-article

Gamification mechanics for behavioral change: a systematic review and proposed taxonomy

Published: 23 May 2017 Publication History

Abstract

In the last few years, gamification has been proven as an effective strategy to improve people's motivation and performance. Many authors have reported success examples of gamification in areas such as education, entertainment, health and business. This paper is focused on the use of gamification for health, specifically for the promotion of behavioral changes. Firstly, this paper describes a systematic review conducted to identify in the literature the gamification elements that are being used to promote behavioral change. The results of this systematic review evidence the broad terminology related to gamification elements, with different perspectives and levels of abstraction. Based on these results, a taxonomy for gamification mechanics has been proposed. The taxonomy identifies and classifies the most common gamification mechanics and relates them with psychological fundamentals on behavioral changes.

References

[1]
Gabriel Barata, Sandra Gama, Juaquim A. Jorge. Daniel J. Goncalves. 2013. So Fun It Hurts - Gamifying an Engineering Course. In 7th International Conference on Foundations of Augmented Cognition, AC 2013. 639--648
[2]
Richard N. Landers. 2014. Developing a Theory of Gamified Learning: Linking Serious Games and Gamification of Learning. Simul. Gaming 45, 6 (December 2014), 752--768.
[3]
Richard N. Landers and Amy K. Landers. 2014. An Empirical Test of the Theory of Gamified Learning: The Effect of Leaderboards on Time-on-Task and Academic Performance. Simul. Gaming 45, 6 (December 2014), 769--785.
[4]
Frederiek de Vette, Monique Tabak, Marit Dekker - van Weering, Miriam Vollenbroek-Hutten. 2015. Engaging Elderly People in Telemedicine Through Gamification. Journal of Medical Internet Research Serious Games(2)
[5]
Salvador Moreno, Miguel Damas, Héctor Pomares, Jose A. Moral-Muñoz, Oresti Banos. 2016. Designing a Gamified System to Support Cancer Patients' Recovery. In International Work-Conference on Bioinformatics and Biomedical Engineering (IWBBIO 2016)
[6]
Tania Mondéjar, Ramon Hervas, Esperanza Johnson, Carlos Gutierrez and José Miguel Latorre. 2016. Correlation between Videogame Mechanics and Executive Functions through EEG analysis. Journal of Biomedical Informatics, 63: 131--140.
[7]
Esperanza Johnson, Ramon Hervas, Carlos Gutiérrez López de la Franca, Tania Mondéjar, Sergio F. Ochoa, Jesús Favela. 2016. Assessing empathy and managing emotions through interactions with an affective avatar. Journal of Health Informatics. September 2016. SAGE.
[8]
Steve Dale. (2014). Gamification: Making work fun, or making fun of work? Business Information Review, 31(2), 82--90.
[9]
Juho Hamari and Jonna Koivisto. 2013. Social motivations to use gamification: an empirical study of gamifying exercise. In: Proceedings of the European conference on information systems, Utrecht, the Netherlands.
[10]
Brian Cugelman. 2013. Gamification: what it is and why it matters to digital health behavior change developers. J Med Internet Res; 1(1): e3.
[11]
Enrique García Fernández-Abascal, Beatriz García, María Pilar Jiménez, María Dolores Martín and, Fco José Domínguez. 2009. Psicologia de la Emoción. Madrid (Esp.): Editorial Universitaria Ramón Areces.
[12]
Brian J. Fogg. 2003. Persuasive Technology: Using Computers to Change What We Think and Do. Elsevier Inc.
[13]
Albert Bandura. 1986. Social foundations of thought and action: A social cognitive theory. Prentice-Hall, Englewood Cliffs.
[14]
William Cormier and Sherilyn Cormier. 1994. Estrategias de entrevista para terapeutas. Bilbao. DDB.
[15]
Burrhus Frederick Skinner. 1938. The behavior of organisms: An experimental analysis. Appleton-Century-Crofts.
[16]
Richard H. Thaler and Cass. R. Sunstem, 2008. Nudge: Improving decisions about health, wealth, and happiness. TC Leonard - Constitutional Political Economy.
[17]
Natasha Z. Kirkham, Loren Cruess and Adele Diamond A. 2003. Helping children apply their knowledge to their behavior on a dimension-switching task. Developmental Science 6, 5: 449--476.
[18]
Nancy Garon, Susan E. Bryson and Isabel M. Smith. 2008. Executive function in preschoolers: A review using an integrative framework. Psychological Bulletin 134, 1: 31--60.
[19]
John A. Nevin, Anthony P. McLean, and Randolph C. Grace. 2001. Resistance to extinction: Contingency termination and generalization decrement. Animal Learning & Behavior. 29:176--191.
[20]
Maria Renata Guarneri, Paolo Perego. 2016. Games and gamification for healthy behaviours: The experience of PEGASO fit 4 future. In International Summit on eHealth 360°. 100--109.
[21]
Richard N. Landers. 2014. Developing a Theory of Gamified Learning: Linking Serious Games and Gamification of Learning. Simul. Gaming 45, 6 (December 2014), 752--768.
[22]
Steve Dale. 2014. Gamification: Making work fun, or making fun of work? Business Information Review. 31(2). 82--90. SAGE
[23]
Clara Choi Ki Wong, Ron Chi-Wai Kwok. 2016. The effect of gamified mHealth app on exercise motivation and physical activity. In 20th Pacific Asia Conference on Information Systems (PACIS)
[24]
Daniel Johnson, Sebastian Deterding, Kerriann Kuhn, Aleksandra A. Staneva, Stoyan R. Stoyanov, Leanne M. Hides. 2016. Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions. 89--106
[25]
Judith Masthoff and Julita Vassileva. 2015. Tutorial on Personalization for Behaviour Change. In Proceedings of the 20th International Conference on Intelligent User Interfaces (IUI '15). ACM, New York, NY, USA, 439--442.
[26]
Cody Phillips, Daniel Johnson, and Peta Wyeth. 2013. Videogame reward types. In Proceedings of the First International Conference on Gameful Design, Research, and Applications (Gamification '13). ACM, New York, NY, USA, 103--106.
[27]
Panagiotis D. Bamidis, Elia Gabarron, Santiago Hors-Fraile, Evdokimos Konstantinidis, Stathis Konstantinidis, & O. Rivera. 2016. Gamification and Behavioral Change: Techniques for Health Social Media. In Participatory Health through Social Media, Shabbir Abdul Syed-Abdul, Elia Gabarron and Annie Lau (eds.). Elsevier Inc, 112--135.
[28]
Chunhao Wen, Hsin Yun Hsien, Hsiangchi Huang. 2015. A survey of gamification for healthcare system. In 3rd International Conference on Orange Technologies, ICOT 2015. Hong Kong, HK. 117--121
[29]
Katie Seaborn and Deborah I. Fels. 2015. Gamification in theory and action. Int. J. Hum.-Comput. Stud. 74, C (Februaiy 2015), 14--31.
[30]
Marcus Dithmer, Jack Ord Rasmussen, Erik Grönvall, Helle Spindler, John Hansen, Gitte Søndergaard Nielsen, Stine Bæk Sørensen, Birthe Irene Dinesen. 2016. "The Heart Game": Using Gamification as Part of a Telerehabilitation Program for Heart Patients. Games for Health Journal. 27--33
[31]
Aaron S. Miller, Joseph A. Cafazzo, Emily Seto. 2014. A game plan: Gamification design principles in mHealth applications for chronic disease management. Health Informatics Journal. 184--193.

Cited By

View all
  • (2024)Gamification of Orthodontic Treatment with Personalised Facemasks: Enhancing Patient Compliance Through Playful EngagementFuture Internet10.3390/fi1612044616:12(446)Online publication date: 29-Nov-2024
  • (2024)Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: a scoping reviewBMC Public Health10.1186/s12889-023-17517-324:1Online publication date: 2-Jan-2024
  • (2024)Promoting Sustainable Transportation Modes: A Systematic Review of Behavior-Change StrategiesTransportation Research Record: Journal of the Transportation Research Board10.1177/03611981241274641Online publication date: 26-Sep-2024
  • Show More Cited By

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Other conferences
PervasiveHealth '17: Proceedings of the 11th EAI International Conference on Pervasive Computing Technologies for Healthcare
May 2017
503 pages
ISBN:9781450363631
DOI:10.1145/3154862
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 23 May 2017

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. behavior change
  2. coaching
  3. game mechanics
  4. gamification
  5. modelling
  6. psychology
  7. serious games
  8. systematic review
  9. taxonomy

Qualifiers

  • Research-article

Conference

PervasiveHealth '17

Acceptance Rates

Overall Acceptance Rate 55 of 116 submissions, 47%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)306
  • Downloads (Last 6 weeks)26
Reflects downloads up to 29 Jan 2025

Other Metrics

Citations

Cited By

View all
  • (2024)Gamification of Orthodontic Treatment with Personalised Facemasks: Enhancing Patient Compliance Through Playful EngagementFuture Internet10.3390/fi1612044616:12(446)Online publication date: 29-Nov-2024
  • (2024)Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: a scoping reviewBMC Public Health10.1186/s12889-023-17517-324:1Online publication date: 2-Jan-2024
  • (2024)Promoting Sustainable Transportation Modes: A Systematic Review of Behavior-Change StrategiesTransportation Research Record: Journal of the Transportation Research Board10.1177/03611981241274641Online publication date: 26-Sep-2024
  • (2024)Exploring the association between engagement with location-based game features and getting inspired about environmental issues and natureProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642786(1-15)Online publication date: 11-May-2024
  • (2024)Your Very Own Polar Bear: Drawing Attention to Household Energy Efficiency Through Gamification2024 International Workshop on Artificial Intelligence and Machine Learning for Energy Transformation (AIE)10.1109/AIE61866.2024.10561363(1-6)Online publication date: 20-May-2024
  • (2024)Magic Planters: AI-Enhanced Design in an AR Game for Behavioral ImprovementEntertainment Computing – ICEC 202410.1007/978-3-031-74353-5_35(411-420)Online publication date: 1-Oct-2024
  • (2024)From Pixels to Feelings: Exploring Game Elements for Eliciting Empathy Toward RefugeesEntertainment Computing – ICEC 202410.1007/978-3-031-74353-5_19(254-264)Online publication date: 27-Sep-2024
  • (2023)Tıp Eğiminde Oyunlaştırma ve MotivasyonAvrasya Sağlık Bilimleri Dergisi10.53493/avrasyasbd.1322263Online publication date: 20-Nov-2023
  • (2023)Gamification of e-learning in higher education: a systematic literature reviewSmart Learning Environments10.1186/s40561-023-00227-z10:1Online publication date: 31-Jan-2023
  • (2023)Towards understanding the mechanism through which reward and punishment motivate or demotivate behavioursBehaviour & Information Technology10.1080/0144929X.2023.219658243:6(1042-1066)Online publication date: 10-Apr-2023
  • Show More Cited By

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media