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Published on: July 3, 2021
Playing alone: can game design elements satisfy user needs in gamified mHealth services?
Robert Mitchell1, Lisa Schuster1, Hyun Seung Jin1
1QUT Business School, Advertising, Marketing and Public Relations, Queensland University Technology, 2 George Street, Brisbane, QLD 4001, Australia.
This study explores how game design elements in mobile health apps affect user motivation. Findings show specific elements enhance autonomy and competence, but social needs remain a challenge for engagement.
Area of Science:
- Behavioral Science
- Human-Computer Interaction
- Health Technology
Background:
- Chronic conditions require ongoing behavioral interventions, often delivered via mobile health (mHealth) services.
- Gamification is a strategy to boost engagement in mHealth, but its impact on psychological needs is understudied.
- Designing effective gamification for health faces challenges in satisfying users' social needs.
Purpose of the Study:
- To investigate the relationship between specific game design elements (GDEs) and psychological needs satisfaction in gamified mHealth.
- To propose and utilize a structural taxonomy of GDEs based on self-determination theory.
- To assess the impact of GDEs on autonomy, competence, and relatedness in users of gamified exercise applications.
Main Methods:
- A survey of 236 users of gamified exercise/fitness applications.
- Qualitative interviews with 20 users to elaborate on survey findings.
- Analysis using a novel taxonomy of GDEs based on structural features (social, narrative, reward, control, presentation).
Main Results:
- Control and presentation GDEs positively correlate with autonomy satisfaction.
- Control and reward GDEs positively correlate with competency satisfaction.
- Relatedness satisfaction appears less influenced by GDEs alone, potentially moderated by player type and context.
Conclusions:
- A structural GDE taxonomy is effective for assessing gamification's impact on autonomy and competence in mHealth.
- Gamification design must consider player types and context to adequately address relatedness needs.
- Further research should explore limitations and strengths of structural taxonomies in gamification assessment for health promotion.
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