Gamification applied for health promotion: does it really foster long-term engagement? A scoping review
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Download: GamificationHBCSS_StepanovicMettler.pdf (569.25 [Ko])
State: Public
Version: author
State: Public
Version: author
Serval ID
serval:BIB_50A0EC5E3795
Type
Inproceedings: an article in a conference proceedings.
Collection
Publications
Institution
Title
Gamification applied for health promotion: does it really foster long-term engagement? A scoping review
Title of the conference
Proceedings of the 26th European Conference on Information Systems
Publisher
AIS
Organization
26th European Conference on Information Systems
Address
Portsmouth, UK
Publication state
Published
Issued date
26/06/2018
Peer-reviewed
Oui
Pages
1-16
Notes
This research has been supported by the Swiss National Science Foundation (SNSF) grant no. 172740.
Abstract
Gamification is a popular design approach with the purpose to increase engagement and continuous use of Health Behaviour Change Support Systems (HBCSS) with the purpose to establish health and wellbeing. It is widely employed for promoting healthier life choices or for supporting people with chronic diseases in their daily activities. Yet, there is a lack of evidence concerning gamification and its ability to sustain favourable effects on health behaviour change. This paper presents a scoping review about the long-term perspective in gamified HBCSS, focusing primarily on IT-reliant systems that treat individual lifestyle habits like healthy nutrition, exercise or smoking cessation. We systematically selected studies that consider gamified HBCSS for health promotion and discuss to what extent long- term engagement is explicitly included in their design. Our results underline a deficit of consideration of the long-term perspective as well as a lack of measurement related to the lasting effects of gamification. We therefore propose to intensify the use of longitudinal and prospective observational studies in the context of HBCSS, in order to increase the level of evidence of gamification interventions.
Keywords
Gamification, Health Behaviour Change Support Systems, Long-term engagement
Create date
31/05/2018 11:28
Last modification date
21/08/2019 6:09