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Principles of gamification for Internet interventions.

Mark R Floryan1, Lee M Ritterband2, Philip I Chow2

  • 1Department of Computer Science, University of Virginia School of Engineering and Applied Science, Charlottesville, VA, USA.

Translational Behavioral Medicine
|April 5, 2019
PubMed
Summary
This summary is machine-generated.

Gamification enhances engagement in digital health interventions. This study proposes a new model and principles for applying gamification effectively, distinguishing between external and intrinsic game mechanics for better results.

Keywords:
FrameworksGamificationInternet interventionse-Healthm-Health

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Area of Science:

  • Technology and Behavioral Science
  • Human-Computer Interaction
  • Digital Health Interventions

Background:

  • Gamification is increasingly used to improve engagement and adherence in technology-based behavioral and mental health interventions.
  • Existing gamification frameworks often lack clear definitions, standards, and an overarching model for application.
  • Researchers face challenges in fully leveraging gamification due to these limitations.

Purpose of the Study:

  • To explore gamification as a construct and define its core features.
  • To propose a theoretical model for applying gamification, distinguishing between exogenous and endogenous approaches.
  • To develop a theory-driven set of gamification principles for technology-based interventions.

Main Methods:

  • Comparative analysis of six existing gamification frameworks.
  • Distinguishing between exogenous (external) and endogenous (intrinsic) gamification applications.
  • Development of a novel, theory-driven gamification model and principles.

Main Results:

  • Identification of core gamification components at the intersection of frameworks.
  • Proposal of a theoretical model for gamification application.
  • Development of a four-category set of gamification principles.

Conclusions:

  • The proposed gamification model and principles offer a structured approach for researchers and developers.
  • This framework is particularly relevant for enhancing internet-based interventions in behavioral and mental health.
  • The model extends existing frameworks, providing a more concrete foundation for applying gamification effectively.