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Evaluating the Use of Gamification in m-Health Lifestyle-related Applications

  • Marcílio Souza-Júnior
  • Laize Queiroz
  • Jorge Correia-NetoEmail author
  • Guilherme Vilar
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 445)

Abstract

The concept of applications (apps) as medical devices emerges as an important one in the field of mobile health (m-health). Within this field, apps have been used as tools that can drastically change the quality of healthcare on a global scale, as well as radically alter the reach of medical investigation. The use of gamification techniques to inspire the experience of app users has also stimulated the field of m-health, using the mechanics of games to improve the thought processes of app users. The article evaluates four m-health apps from the standpoint of the gamification of their functionalities. To this end, we have adopted the analytical framework of Werback and Hunter and used a six-step system. Our results empirically confirm some of the evidence found in the current literature; that is, the majority of apps that use gamification elements aim to achieve publicity as a secondary objective.

Keywords

m-Health Gamification Wellness applications 

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Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  • Marcílio Souza-Júnior
    • 1
  • Laize Queiroz
    • 1
  • Jorge Correia-Neto
    • 2
    Email author
  • Guilherme Vilar
    • 2
  1. 1.IFALMaceióBrazil
  2. 2.UFRPE—PPGIARecifeBrazil

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