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Evaluating the Use of Gamification in m-Health Lifestyle-related Applications

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New Advances in Information Systems and Technologies

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 445))

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.

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Correspondence to Jorge Correia-Neto .

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Souza-Júnior, M., Queiroz, L., Correia-Neto, J., Vilar, G. (2016). Evaluating the Use of Gamification in m-Health Lifestyle-related Applications. In: Rocha, Á., Correia, A., Adeli, H., Reis, L., Mendonça Teixeira, M. (eds) New Advances in Information Systems and Technologies. Advances in Intelligent Systems and Computing, vol 445. Springer, Cham. https://doi.org/10.1007/978-3-319-31307-8_7

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  • DOI: https://doi.org/10.1007/978-3-319-31307-8_7

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  • Publisher Name: Springer, Cham

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