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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...

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Detalles Bibliográficos
Autores principales: Zhang, Chao, van Gorp, Pieter, Derksen, Maxine, Nuijten, Raoul, IJsselsteijn, Wijnand A., Zanutto, Alberto, Melillo, Fabio, Pratola, Roberto
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2021
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.
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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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