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Guidelines for the Gamification of Self-Management of Chronic Illnesses: Multimethod Study
BACKGROUND: Gamification is the use of game elements and techniques in nongaming contexts. The use of gamification in health care is receiving a great deal of attention in both academic research and the industry. However, it can be noticed that many gamification apps in health care do not follow any...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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JMIR Publications
2017
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5446669/ https://www.ncbi.nlm.nih.gov/pubmed/28500018 http://dx.doi.org/10.2196/games.7472 |
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author | AlMarshedi, Alaa Wills, Gary Ranchhod, Ashok |
author_facet | AlMarshedi, Alaa Wills, Gary Ranchhod, Ashok |
author_sort | AlMarshedi, Alaa |
collection | PubMed |
description | BACKGROUND: Gamification is the use of game elements and techniques in nongaming contexts. The use of gamification in health care is receiving a great deal of attention in both academic research and the industry. However, it can be noticed that many gamification apps in health care do not follow any standardized guidelines. OBJECTIVE: This research aims to (1) present a set of guidelines based on the validated framework the Wheel of Sukr and (2) assess the guidelines through expert interviews and focus group sessions with developers. METHODS: Expert interviews (N=6) were conducted to assess the content of the guidelines and that they reflect the Wheel of Sukr. In addition, the guidelines were assessed by developers (N=15) in 5 focus group sessions, where each group had an average of 3 developers. RESULTS: The guidelines received support from the experts. By the end of the sixth interview, it was determined that a saturation point was reached. Experts agreed that the guidelines accurately reflect the framework the Wheel of Sukr and that developers can potentially use them to create gamified self-management apps for chronic illnesses. Moreover, the guidelines were welcomed by developers who participated in the focus group sessions. They found the guidelines to be clear, useful, and implementable. Also, they were able to suggest many ways of gamifying a nongamified self-management app when they were presented with one. CONCLUSIONS: The findings suggest that the guidelines introduced in this research are clear, useful, and ready to be implemented for the creation of self-management apps that use the notion of gamification as described in the Wheel of Sukr framework. The guidelines are now ready to be practically tested. Further practical studies of the effectiveness of each element in the guidelines are to be carried out. |
format | Online Article Text |
id | pubmed-5446669 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2017 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-54466692017-06-06 Guidelines for the Gamification of Self-Management of Chronic Illnesses: Multimethod Study AlMarshedi, Alaa Wills, Gary Ranchhod, Ashok JMIR Serious Games Original Paper BACKGROUND: Gamification is the use of game elements and techniques in nongaming contexts. The use of gamification in health care is receiving a great deal of attention in both academic research and the industry. However, it can be noticed that many gamification apps in health care do not follow any standardized guidelines. OBJECTIVE: This research aims to (1) present a set of guidelines based on the validated framework the Wheel of Sukr and (2) assess the guidelines through expert interviews and focus group sessions with developers. METHODS: Expert interviews (N=6) were conducted to assess the content of the guidelines and that they reflect the Wheel of Sukr. In addition, the guidelines were assessed by developers (N=15) in 5 focus group sessions, where each group had an average of 3 developers. RESULTS: The guidelines received support from the experts. By the end of the sixth interview, it was determined that a saturation point was reached. Experts agreed that the guidelines accurately reflect the framework the Wheel of Sukr and that developers can potentially use them to create gamified self-management apps for chronic illnesses. Moreover, the guidelines were welcomed by developers who participated in the focus group sessions. They found the guidelines to be clear, useful, and implementable. Also, they were able to suggest many ways of gamifying a nongamified self-management app when they were presented with one. CONCLUSIONS: The findings suggest that the guidelines introduced in this research are clear, useful, and ready to be implemented for the creation of self-management apps that use the notion of gamification as described in the Wheel of Sukr framework. The guidelines are now ready to be practically tested. Further practical studies of the effectiveness of each element in the guidelines are to be carried out. JMIR Publications 2017-05-12 /pmc/articles/PMC5446669/ /pubmed/28500018 http://dx.doi.org/10.2196/games.7472 Text en ©Alaa AlMarshedi, Gary Wills, Ashok Ranchhod. Originally published in JMIR Serious Games (http://games.jmir.org), 12.05.2017. http://creativecommons.org/licenses/by/2.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Original Paper AlMarshedi, Alaa Wills, Gary Ranchhod, Ashok Guidelines for the Gamification of Self-Management of Chronic Illnesses: Multimethod Study |
title | Guidelines for the Gamification of Self-Management of Chronic Illnesses: Multimethod Study |
title_full | Guidelines for the Gamification of Self-Management of Chronic Illnesses: Multimethod Study |
title_fullStr | Guidelines for the Gamification of Self-Management of Chronic Illnesses: Multimethod Study |
title_full_unstemmed | Guidelines for the Gamification of Self-Management of Chronic Illnesses: Multimethod Study |
title_short | Guidelines for the Gamification of Self-Management of Chronic Illnesses: Multimethod Study |
title_sort | guidelines for the gamification of self-management of chronic illnesses: multimethod study |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5446669/ https://www.ncbi.nlm.nih.gov/pubmed/28500018 http://dx.doi.org/10.2196/games.7472 |
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