Principles of gamification for Internet interventions. Issue 6 (4th April 2019)
- Record Type:
- Journal Article
- Title:
- Principles of gamification for Internet interventions. Issue 6 (4th April 2019)
- Main Title:
- Principles of gamification for Internet interventions
- Authors:
- Floryan, Mark R
Ritterband, Lee M
Chow, Philip I - Abstract:
- Abstract : Theory-driven gamification principles are developed by examining the intersection of existing frameworks. The principles address problems with the current understanding of gamification within internet interventions. Abstract: Gamification is a popular method used to add entertaining and appealing dimensions to nongaming activities. Researchers of technology-based behavioral and mental-health-focused interventions have shown considerable interest in gamification to enhance engagement and adherence. There have been a number of gamification frameworks proposed, each with differences in focus but with overlapping similarities. A review of these frameworks highlight critical issues in gamification—lack of clear definitions, standards, and a need for an overarching model for applying gamification, rather than simply describing gamification. These issues leave researchers challenged to apply gamification to its full potential. This paper explores gamification as a construct and endeavors to define its core features. A useful way of evaluating the potential utility of gamification features in the context of an intervention is by distinguishing between exogenous applications of gamification (layering game mechanics externally upon a system) and endogenous application of gamification (developing mechanics intrinsic to the given experience). By then comparing and contrasting six gamification frameworks, components are identified that lay at the intersection and a theoreticalAbstract : Theory-driven gamification principles are developed by examining the intersection of existing frameworks. The principles address problems with the current understanding of gamification within internet interventions. Abstract: Gamification is a popular method used to add entertaining and appealing dimensions to nongaming activities. Researchers of technology-based behavioral and mental-health-focused interventions have shown considerable interest in gamification to enhance engagement and adherence. There have been a number of gamification frameworks proposed, each with differences in focus but with overlapping similarities. A review of these frameworks highlight critical issues in gamification—lack of clear definitions, standards, and a need for an overarching model for applying gamification, rather than simply describing gamification. These issues leave researchers challenged to apply gamification to its full potential. This paper explores gamification as a construct and endeavors to define its core features. A useful way of evaluating the potential utility of gamification features in the context of an intervention is by distinguishing between exogenous applications of gamification (layering game mechanics externally upon a system) and endogenous application of gamification (developing mechanics intrinsic to the given experience). By then comparing and contrasting six gamification frameworks, components are identified that lay at the intersection and a theoretical model is proposed. A theory-driven set of gamification principles, organized into four categories, is developed and presented. Of particular interest is the utilization of this model as it relates to behavioral and mental-health-focused Internet-based interventions. To demonstrate the potential of this gamification framework, the generated principles are overlaid onto the established Model for Internet Interventions, extending it, and providing a more concrete foundation for researchers of Internet interventions. The presented model will assist researchers and developers who are interested in applying gamification to Internet interventions. … (more)
- Is Part Of:
- Translational behavioral medicine. Volume 9:Issue 6(2019)
- Journal:
- Translational behavioral medicine
- Issue:
- Volume 9:Issue 6(2019)
- Issue Display:
- Volume 9, Issue 6 (2019)
- Year:
- 2019
- Volume:
- 9
- Issue:
- 6
- Issue Sort Value:
- 2019-0009-0006-0000
- Page Start:
- 1131
- Page End:
- 1138
- Publication Date:
- 2019-04-04
- Subjects:
- Gamification -- Internet interventions -- e-Health -- m-Health -- Frameworks
Medicine and psychology -- Periodicals
616.0019 - Journal URLs:
- http://www.springerlink.com/content/1869-6716 ↗
http://www.springer.com/gb/ ↗ - DOI:
- 10.1093/tbm/ibz041 ↗
- Languages:
- English
- ISSNs:
- 1869-6716
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 9024.050000
British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 16482.xml