Evaluating the use of gamification in m-health lifestyle-related applications

8Citations
Citations of this article
72Readers
Mendeley users who have this article in their library.
Get full text

Abstract

The concept of applications (apps) as medical devices emerges as an important one in the field of mobile health (m-health). Within this field, apps have been used as tools that can drastically change the quality of healthcare on a global scale, as well as radically alter the reach of medical investigation. The use of gamification techniques to inspire the experience of app users has also stimulated the field of m-health, using the mechanics of games to improve the thought processes of app users. The article evaluates four m-health apps from the standpoint of the gamification of their functionalities. To this end, we have adopted the analytical framework of Werback and Hunter and used a six-step system. Our results empirically confirm some of the evidence found in the current literature; that is, the majority of apps that use gamification elements aim to achieve publicity as a secondary objective.

Cite

CITATION STYLE

APA

Souza-Júnior, M., Queiroz, L., Correia-Neto, J., & Vilar, G. (2016). Evaluating the use of gamification in m-health lifestyle-related applications. In Advances in Intelligent Systems and Computing (Vol. 445, pp. 63–72). Springer Verlag. https://doi.org/10.1007/978-3-319-31307-8_7

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free