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Promoting Occupational Health through Gamification and E-Coaching: A 5-Month User Engagement Study
Social gamification systems have shown potential for promoting healthy lifestyles, but applying them to occupational settings faces unique design challenges. While occupational settings offer natural communities for social interaction, fairness issues due to heterogeneous personal goals and privacy...
Autores principales: | , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2021
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8001294/ https://www.ncbi.nlm.nih.gov/pubmed/33802082 http://dx.doi.org/10.3390/ijerph18062823 |
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author | Zhang, Chao van Gorp, Pieter Derksen, Maxine Nuijten, Raoul IJsselsteijn, Wijnand A. Zanutto, Alberto Melillo, Fabio Pratola, Roberto |
author_facet | Zhang, Chao van Gorp, Pieter Derksen, Maxine Nuijten, Raoul IJsselsteijn, Wijnand A. Zanutto, Alberto Melillo, Fabio Pratola, Roberto |
author_sort | Zhang, Chao |
collection | PubMed |
description | Social gamification systems have shown potential for promoting healthy lifestyles, but applying them to occupational settings faces unique design challenges. While occupational settings offer natural communities for social interaction, fairness issues due to heterogeneous personal goals and privacy concerns increase the difficulty of designing engaging games. We explored a two-level game-design, where the first level related to achieving personal goals and the second level was a privacy-protected social competition to maximize goal compliance among colleagues. The solution was strengthened by employing occupational physicians who personalized users’ goals and coached them remotely. The design was evaluated in a 5-month study with 53 employees from a Dutch university. Results suggested that the application helped half of the participants to improve their lifestyles, and most appreciated the role of the physician in goal-setting. However, long-term user engagement was undermined by the scalability-motivated design choice of one-way communication between employees and their physician. Implications for social gamification design in occupational health are discussed. |
format | Online Article Text |
id | pubmed-8001294 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-80012942021-03-28 Promoting Occupational Health through Gamification and E-Coaching: A 5-Month User Engagement Study Zhang, Chao van Gorp, Pieter Derksen, Maxine Nuijten, Raoul IJsselsteijn, Wijnand A. Zanutto, Alberto Melillo, Fabio Pratola, Roberto Int J Environ Res Public Health Article Social gamification systems have shown potential for promoting healthy lifestyles, but applying them to occupational settings faces unique design challenges. While occupational settings offer natural communities for social interaction, fairness issues due to heterogeneous personal goals and privacy concerns increase the difficulty of designing engaging games. We explored a two-level game-design, where the first level related to achieving personal goals and the second level was a privacy-protected social competition to maximize goal compliance among colleagues. The solution was strengthened by employing occupational physicians who personalized users’ goals and coached them remotely. The design was evaluated in a 5-month study with 53 employees from a Dutch university. Results suggested that the application helped half of the participants to improve their lifestyles, and most appreciated the role of the physician in goal-setting. However, long-term user engagement was undermined by the scalability-motivated design choice of one-way communication between employees and their physician. Implications for social gamification design in occupational health are discussed. MDPI 2021-03-10 /pmc/articles/PMC8001294/ /pubmed/33802082 http://dx.doi.org/10.3390/ijerph18062823 Text en © 2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Article Zhang, Chao van Gorp, Pieter Derksen, Maxine Nuijten, Raoul IJsselsteijn, Wijnand A. Zanutto, Alberto Melillo, Fabio Pratola, Roberto Promoting Occupational Health through Gamification and E-Coaching: A 5-Month User Engagement Study |
title | Promoting Occupational Health through Gamification and E-Coaching: A 5-Month User Engagement Study |
title_full | Promoting Occupational Health through Gamification and E-Coaching: A 5-Month User Engagement Study |
title_fullStr | Promoting Occupational Health through Gamification and E-Coaching: A 5-Month User Engagement Study |
title_full_unstemmed | Promoting Occupational Health through Gamification and E-Coaching: A 5-Month User Engagement Study |
title_short | Promoting Occupational Health through Gamification and E-Coaching: A 5-Month User Engagement Study |
title_sort | promoting occupational health through gamification and e-coaching: a 5-month user engagement study |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8001294/ https://www.ncbi.nlm.nih.gov/pubmed/33802082 http://dx.doi.org/10.3390/ijerph18062823 |
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