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INCREASING MOTIVATION IN EHEALTH

THROUGH GAMIFICATION

Frederiek de Vette, Monique Tabak, Marit Dekker and Miriam Vollenbroek-Hutten

Faculty of Electrical Engineering, Mathematics and Computer Science, Telemedicine group

University of Twente, the Netherlands

RESULTS

Gamifi cation as a concept

• No consensus on a defi nition of gamifi cation • There is no univocal way of practice

• The few available guidelines are inconsistent

• There is no information on how to approach elderly

• The importance of good game design is often forgotten • Intrinsic motivation is reinforced when content is tailored

to the needs of the user. To develop the right content, we need insight in the user in the form of methods to

describe people regarding their preferences for game elements.

Gamifi cation in practice

• We distinguish two variants in the application of gamifi cation:

REFERENCES

1 World Health Organization (WHO), “Active Ageing, A Policy Framework”, (2002)

2 Evering RMH., “Ambulatory feedback at daily physical activity patterns” Vol 30: Roessingh Research and Development (2013)

3 Deterding, S., Dixon, D., Khaled, R., Nacke, L., “From Game Design Elements to Gamefulness Defi ning Gamifi cation” MindTrek 2011 4 Gerling, K.M., “Exploring the potential of gamifi cation among frail elderly persons”, CHI 2011

5 Marczewski, 2013 – A new perspective on the Bartle player types for gamifi cation (blog) 6 Vandenberghe, 2012 – The 5 Domains of Play – GDC Conference

7 Yee, N., 2005 – Motivations of play in MMORPGs – Proceedings of DiGRA 2005 Conference,

Przybylski, A.K., Rigby, C.S., Ryan, R.M., 2010 – A Motivational Model of Video Game Engagement

8 Hunicke, R., LeBlanc, M., Zubek, R., 2004 – MDA: A Formal Approach to Game Design and Game Research, Lazzaro, N., 2004 – Why we play games: Four keys to more emotion without story – XEODesign Inc.

Known approaches for classifying users are player types (Bartle,

Marczewski)5, gaming personality (Vandenberghe)6, player motivation

(Yee)7 and kinds of fun (LeBlanc, Lazzaro)8. These approaches are

heavily linked, as illustrated in the chart.

BUSINESS APPROACH

• Used for marketing, customer loyalty, employee motivation • Addresses short-term

motivation by making use of extrinsic rewards and conditioning, diminishing motivation over time

• In practice superfi cial: common game elements are points, badges and leaderboards

• Provides tangible guidelines for implementation, therefore a popular method

• Negatively connoted as pointsifi cation, exploitation-ware, the electronic whip

SCIENTIFIC APPROACH

• May be used for more

‘serious’ purposes, such as healthcare and education • Frameworks developed

using founded theories such as the Self-Determination

Theory from psychology and game design principles such as Flow

• Attempting to address

intrinsic motivation as much as possible

• Does not yeat provide

guidelines for implementation, or lacks validation

INTRODUCTION

eHealth can help to alleviate the increasing demand for elderly care by supporting a healthier lifestyle for elderly that extends

their time of autonomy1. However, adherence to technology

and therapy is low and decreases over time2. Gamifi cation –

the use of game design elements in non-game contexts3 – was

identifi ed as promising for the motivation of elderly4, hence

there is a need for design guidelines to apply gamifi cation.

METHOD

To develop a view of gamifi cation, in concept and in practice, a literature study was conducted. In the search for methods to increase long-term engagement, theories on motivation from game design and psychology were explored, as well as practical foundations to successfully incorporate gamifi cation in eHealth for elderly.

CONCLUSION

Gamifi cation may be more successful in eHealth when it is applied in such a way that it improves the user experience by providing intrinsically motivating content. In further research we choose to contribute to the ‘scientifi c approach’ towards gamifi cation by exploring founded theories from psychology and game design to create a framework, which is our fi rst effort in setting up design guidelines for gamifi cation in this context.

ONGOING RESEARCH

The fi rst step towards such a framework is to explore the potential of the theory by Vandenberghe, which moves away from stereotypical classifi cations and incorporates personality to create a profi le instead. The relationship between personality (described by the Five Factor Model) and game preference is currently researched.

Time

Personality preferenceGame

NEO-PI-R test score Ageing Physical and mental decline Satisfaction from games Time spent on games General appreciation of games What elements are fun Inclusion criteria tests Personality questionnaire NEO-PI-R Activity Log output 5 Games User testing Interview Questionnaire Validation Validation Online survey Workshop (negative score)

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