Evaluating the Use of Gamification in m-Health Lifestyle-related Applications
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.
Keywordsm-Health Gamification Wellness applications
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