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Details

Autor(en) / Beteiligte
Titel
Impact of Gamification on Subject Engagement and Data Quality in Health-Care Surveys on Mobile Applications
Ort / Verlag
ProQuest Dissertations & Theses
Erscheinungsjahr
2022
Link zum Volltext
Quelle
ProQuest Dissertations & Theses A&I
Beschreibungen/Notizen
  • Gamification can be described as using video-game mechanics and elements in non-game contexts to improve user engagement and enhance playfulness, fun, competitiveness or other aspects. Its application is not limited to any particular discipline; it is used in fields related to education, workplace, business, sport, software and health.Health studies may rely on surveys to collect data from subjects. These have the disadvantages of being very time and staff-consuming, along with the subsequent digitalisationburden. With the increasingly easier and cheaper access to mobile computing and wireless communications, new approaches arise. The surveys can be delivered inside mobile apps to be filled out by the subjects more conveniently.Applying gamification features to health surveys can increase subject engagement.This would help improve the data quality and, therefore, help establish this mobile-based survey design more confidently. Also, it can probably speed up the studies’ preparation phase and mitigate the data handling burden, increasing the number of published studiesand knowledge produced.The “Instituto de Saúde Pública da Universidade do Porto” (ISPUP), is developing ahealth study about chronic pain in adolescents. The data is being collected in an infrastructure explicitly developed for this kind of study, containing a mobile applicationthrough which the surveys are distributed. The population sample for this study comprises adolescents belonging to the “Geração XXI” cohort, randomized into two groups:gamified and non-gamified.The data collected between 07/06/2022 and 24/08/2022 revealed the following results:a statistically significant highernumber of loginsin the gamified group and no statistically significant differences, in terms of subject engagement, between the two groups among the foursurvey survival ratesand also on the several analysed data quality measures:Likert variance, Long String, Non-Response and Open Answer Length. Finally, the exploration of the gamification elements by the subjects fell behind expectations, with few purchased items on average and a high in-app coins balance after the completion of the fourth survey.Within the limitations of this study, it is safe to conclude that the gamification elements could not induce subject engagement to enhance survey data quality. Therefore,the survey gamification implementation burden seems to overcome the potential benefitswhen applied in health studies. Even so, the implemented mobile application has beenused to collect data for the ISPUP study through mobile phones, with all its inherent advantages.

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